Generating an extended-reality lobby window for communication between networking system users

ABSTRACT

The present disclosure relates to systems, methods, and non-transitory computer-readable media that initiate communication between users of a networking system within an extended reality environment. For example, the disclosed systems can generate an extended-reality lobby window graphical user interface element for display on an extended-reality device of a user. The disclosed systems can further determine a connection between the user and a co-user and provide an animated visual representation of the co-user for display within the extended-reality lobby window graphical user interface element. In response to receiving user input targeting the animated visual representation of the co-user, the disclosed systems can generate and send, for display on an extended-reality device of the co-user, an invitation to join an extended-reality communication session with the user.

BACKGROUND

Recent years have seen significant advancement in hardware and softwareplatforms for generating and providing extended reality experiences.Indeed, extended reality (e.g., virtual reality, augmented reality,mixed reality, etc.) has grown in popularity, and technologicaladvancements have facilitated its use in a variety of applications, suchas gaming, online shopping, military training, and tourism. In someinstances, conventional extended reality systems enable users tocommunicate with one another in an extended reality environment. Forexample, these extended-reality communication systems can allow a userto join an extended reality environment as a digital character—oftenreferred to as an avatar—and communicate with co-users via theircorresponding avatars.

Despite these advances, however, conventional extended-realitycommunication systems often suffer from several technologicalshortcomings that result in inflexible and inefficient operation. Forexample, conventional extended-reality communication systems are ofteninflexible in that they limit communication capabilities to instanceswhere the participating avatars are controlled by their correspondingusers. Indeed, conventional systems often rely on user input to controlthe placement and actions of an avatar corresponding to the user withinan extended reality environment. Accordingly, such conventional systemsoften fail to enable communication with a user's avatar independent ofthe user's control. Further, conventional extended-reality communicationsystems often rigidly require users, via their avatars, to enter adedicated extended reality arena that includes the avatars of otherusers in order to communicate with those users. Such conventionalsystems often rely on scheduling or some other form of pre-planning inorder to facilitate communications between users.

In addition to flexibility concerns, conventional extended-realitycommunication systems can also operate inefficiently. Indeed,conventional systems can require significant user interaction and timein order to communicate with co-users (e.g., interactions to control acorresponding avatar, interactions to enter an extended reality arena,interactions to locate a targeted co-user and initiate communication,etc.). Accordingly, such conventional systems often require significantamounts of computing resources to process and respond to the userinteractions.

These, along with additional problems and issues, exist with regard toconventional extended reality systems.

SUMMARY

One or more embodiments described herein provide benefits and/or solveone or more problems in the art with systems, methods, andnon-transitory computer-readable media that utilize an extended-realitylobby window to facilitate flexible communication between users withinan extended reality environment. For example, in one or moreembodiments, a system generates an extended-reality lobby window into avirtual lobby for display via an extended-reality device of a user. Thesystem can customize the extended reality experience of the user byproviding, for display within the virtual lobby, the avatars of co-usersthat are relevant to the user. The system can identify relevant co-usersbased on various factors, such as recency of communication with theuser, organizational structure, or task similarity. Based on user inputreceived via the extended-reality lobby window, the system can initiatea communication session between the user and one of the co-users withinan extended reality environment. In this manner, the system canefficiently simulate a chance encounter between users within theextended reality environment (e.g., similar to a physical encounterbetween co-workers “bumping” into each other in an office setting) andflexibly facilitate impromptu conversations between those users.

Additional features and advantages of one or more embodiments of thepresent disclosure are outlined in the description which follows, and inpart will be obvious from the description, or may be learned by thepractice of such example embodiments.

BRIEF DESCRIPTION OF THE DRAWINGS

This disclosure will describe one or more embodiments of the inventionwith additional specificity and detail by referencing the accompanyingfigures. The following paragraphs briefly describe those figures, inwhich:

FIG. 1 illustrates an example system environment in which anextended-reality communication system can operate in accordance with oneor more embodiments;

FIG. 2 illustrates an overview diagram of the extended-realitycommunication system providing animated visual representations ofco-users within an extended-reality lobby window for display via anextended-reality device of a user in accordance with one or moreembodiments;

FIGS. 3A-3B illustrate diagrams for determining connections between auser and co-users in accordance with one or more embodiments;

FIGS. 4A-4E illustrate diagrams for initiating an extended-realitycommunication session between a user and a co-user via anextended-reality lobby window graphical user interface element inaccordance with one or more embodiments;

FIG. 5 illustrates a diagram for providing additional visual elementsfor display in accordance with one or more embodiments;

FIG. 6 illustrates a diagram for providing a visual elementcorresponding to a digital object for display in accordance with one ormore embodiments;

FIG. 7 illustrates a diagram for providing multiple extended-realitylobby window graphical user interface elements object for display inaccordance with one or more embodiments;

FIG. 8 illustrates an example schematic diagram of an extended-realitycommunication system in accordance with one or more embodiments;

FIG. 9 illustrates a flowchart of a series of acts for initiating anextended-reality communication session in accordance with one or moreembodiments;

FIG. 10 illustrates a block diagram of an exemplary computing device inaccordance with one or more embodiments;

FIG. 11 illustrates a network environment of a social networking systemaccording to one or more embodiments; and

FIG. 12 illustrates an example social graph for a social networkingsystem in accordance with one or more embodiments.

DETAILED DESCRIPTION

One or more embodiments described herein include an extended-realitycommunication system that generates, for display to a user via anextended-reality device, an extended-reality lobby window that includesavatars corresponding to co-users that are relevant or connected to theuser in order to facilitate ad hoc discussions within an extendedreality environment. For example, in one or more embodiments, theextended-reality communication system identifies co-users that areconnected to a user (e.g., through a similarity in tasks, through aprofessional relationship, based on recent communications, etc.). Theextended-reality communication system can provide avatars correspondingto these co-users for display via the extended-reality lobby window. Theextended-reality communication system can further animate the avatars toappear as if they are traversing in front of the extended-reality lobbywindow. The extended-reality communication system can identify an avatarselected by the user and generate an invitation for the co-usercorresponding to the selected avatar to communicate with the user withinthe extended reality environment.

To provide an illustration, in one or more embodiments, theextended-reality communication system generates, for display on a firstextended-reality device corresponding to a user of a networking system,an extended-reality lobby window graphical user interface element (e.g.,a virtual window into a virtual lobby). The extended-realitycommunication system further can determine a connection between the userof the networking system and a co-user of the networking system. Basedon the connection between the user and the co-user, the extended-realitycommunication system can provide an animated visual representation(e.g., an avatar) of the co-user for display within an extended-realitylobby visible via the extended-reality lobby window graphical userinterface window. Additionally, the extended-reality communicationsystem can receive user input targeting the animated visualrepresentation of the co-user for communication. In response toreceiving the user input, the extended-reality communication system cangenerate and send an invitation to join an extended-realitycommunication session to a second extended-reality device correspondingto the co-user.

As mentioned above, in one or more embodiments, the extended-realitycommunication system determines a connection between a user and aco-user of a networking system. The extended-reality communicationsystem can determine various different types of connections between auser and a co-user. For example, the extended-reality communicationsystem can determine that a user is connected to a co-user with whom theuser has recently communicated (e.g., via email, chat, video call,etc.), a co-user that is within a same organization as the user (e.g., asupervisor or co-worker), etc.

In one or more embodiments, the extended-reality communication systemdetermines a connection between the user and a co-user based on theusers being associated with similar tasks. For example, theextended-reality communication system can generate a task profile forthe user based on one or more digital activities executed by the user(e.g., documents generated or viewed, digital videos watched, searchesconducted, etc.). In some embodiments, the extended-realitycommunication system can generate the task profile further based ondigital data corresponding to physical activities of the user (e.g.,digital data corresponding to feedback provided by one or more sensorsof an extended reality device detecting the physical activities). Theextended-reality communication system can determine a connection with aco-user based on a similarity between the task profile of the user and atask profile of the co-user. In some instances, the extended-realitycommunication system adds the user to a community of co-users based ontask profile similarities and determines that the user is connected tothe co-users within the community.

As further mentioned above, in one or more embodiments, theextended-reality communication system generates an extended-realitylobby window graphical user interface element for display on anextended-reality device of the user. The extended-reality communicationsystem can provide an animated visual representation of a co-userdetermined to be connected to the user for display within theextended-reality lobby. In some embodiments, the extended-realitycommunication system provides a plurality of animated visualrepresentations of co-users for simultaneous display within theextended-reality lobby based on connections between the user and theco-users. In some instances, the extended-reality communication systemprovides an animated visual representation of a given co-user fordisplay within the extended-reality lobby based on an availabilitystatus associated with the co-user. In one or more embodiments, thevisual representations walk or pass by the extended-reality lobby windowrandomly or at predetermined intervals.

In some embodiments, the extended-reality communication system providesadditional visual elements for display within the extended-reality lobbywindow graphical user interface element. For example, theextended-reality communication system can provide visual elements thatidentify the co-user corresponding to the animated visual representation(e.g., to identify those co-users whom the user may not personally know)or to represent the connection between the user and the co-user (e.g.,to represent the strength of the connection or how the user is connectedto the co-user).

Additionally, as mentioned above, in one or more embodiments, theextended-reality communication system receives user input targeting ananimated visual representation in order to communicate with thecorresponding co-user. In some embodiments, the extended-realitycommunication system utilizes the animated visual representation of theco-user to provide options for communicating with the co-user, includingoptions for speaking with the co-user (e.g., in real time) or sending amessage to the co-user. In some instances, the extended-realitycommunication system provides additional options to the user, such assending a digital object/document to the co-user.

In response to receiving a selection to speak with the co-user, theextended-reality communication system can generate and send aninvitation for the co-user to join an extended-reality communicationsession with the user. Upon receiving an acceptance of the invitation,the extended-reality communication system can initiate anextended-reality communication session between the user and the co-user.In one or more embodiments, the extended-reality communication systemgenerates a virtual room in which the user and co-user can communicate.In some embodiments, the extended-reality communication system enablesthe user to communicate with the co-user, via the corresponding animatedvisual representation, via the extended-reality lobby window graphicaluser interface element and vice versa.

The extended-reality communication system provides several advantagesover conventional systems. For example, the extended-realitycommunication system can operate more flexibly than conventionalsystems. To illustrate, the extended-reality communication systemflexibly enables a user to interact with an animated visualrepresentation of a co-user without requiring the corresponding co-userto control the animated visual representation. Accordingly, theextended-reality communication system can begin the communicationprocess between users without relying on user control. Further, theextended-reality communication system flexibly enables users toencounter the animated visual representations of co-users outside of adedicated extended reality arena that is actively sought out by theuser. Rather, the extended-reality communication system can utilize theextended-reality lobby window graphical user interface element displayedon the extended-reality device of the user as a passive means forpresenting the animated visual representations to the users. Thus, theextended-reality communication system flexibly facilitates impromptuconversations through simulated chance encounters without the need forpre-planning often required by conventional systems.

Further, the extended-reality communication system can operate moreefficiently than conventional systems. Indeed, the extended-realitycommunication system can improve the efficiency of using a computingdevice by providing user interfaces for initializing communicationsbetween users with reduced user interaction. Indeed, by providinganimated visual representations of co-users that are determined to havea connection to the user for display within an extended-reality lobbyvisible via an extended-reality lobby window, the extended-realitycommunication system can reduce the interactions required by a user inorder to communicate with a desired co-user. For example, theextended-reality communication system eliminates the need for user inputto locate a co-user with whom the user desires to speak. Thus, theextended-reality communication system can reduce the amount of computingresources used to process such user interactions.

As illustrated by the foregoing discussion, the present disclosureutilizes a variety of terms to describe features and benefits of theextended-reality communication system. Additional detail is now providedregarding the meaning of these terms. For example, as used herein, theterm “virtual environment” or “extended-reality environment” refers to asimulated environment in which users can fully or partially immersethemselves. For example, a virtual environment can comprise virtualreality, augmented reality, etc. A virtual environment can includeobjects and elements with which a user can interact. In general, a userparticipates in a virtual environment using a client device, such as adedicated extended-reality device.

As used herein, the term “extended-reality device” refers to a computingdevice having extended reality capabilities and/or features. Inparticular, an extended-reality device can refer to a computing devicethat can display an extended reality graphical user interface. Anextended-reality device can further display one or more visual elementswithin the extended reality graphical user interface and receive userinput that targets those visual elements. For example, anextended-reality device can include, but is not limited to, a virtualreality device, an augmented reality device, or a mixed reality device.In particular, an extended-reality device can comprise a head-mounteddisplay, a smartphone, or another computing device.

Additionally, as used herein, the term “extended reality graphical userinterface” refers to a graphical user interface having extended realitycapabilities and/or features. In particular, an extended realitygraphical user interface can refer to a graphical user interface thatprovides an extended reality environment within which one or more visualelements can be displayed. For example, an extended reality graphicaluser interface can include, but is not limited to, a user interfaceassociated with a virtual reality environment, an augmented realityenvironment, or a mixed reality environment.

Further, as used herein, the term “visual element” refers to a graphicaldisplay element. In particular, a visual element can refer to agraphical display element displayed within a graphical user interface,such as an extended reality graphical user interface. A visual elementcan include a static display element or an animated display element.Further, a visual element can include an interactable displayelement—where a computing device displaying the visual element reacts oris caused to react in response to a user input that targets the visualelement. Examples of a visual element include, but are not limited to, adigital image, text, an icon, a symbol, a notification or othergraphical indicator, an animated visual representation of a user or anon-user construct, a thumbnail image or other representation of adigital object, a display area, or an extended-reality lobby windowgraphical user interface element. In one or more embodiments, theextended-reality communication system can display one or more visualelements within another visual display element.

As used herein, the term “extended-reality lobby window graphical userinterface element” or “extended-reality lobby window” refers to a visualelement within which an extended-reality device can display one or moreother visual elements. In particular, an extended-reality lobby windowgraphical user interface element can refer to a visual element—such as adisplay area—designated for the display of other visual elements thatcorrespond to users, such as users of a networking system. For example,an extended-reality lobby window graphical user interface element caninclude a display area within which an extended-reality deviceassociated with a user of a networking system can display visualelements associated with one or more co-users of the networking system,such as animated visual representations of the co-users, visual elementsrepresenting connections between the user and the co-users, and/orvisual elements corresponding to digital objects sent by the co-users.In particular, the extended-reality lobby window graphical userinterface element can provide a view into an extended-reality lobby inwhich avatars of other users can reside and with which a user caninteract to initiate a communication session.

Additionally, as used herein, the term “animated visual representation”refers to an animated visual element. In particular, an animated visualrepresentation can refer to a visual element that represents areal-world object, entity, or idea and can move or be caused to movewithin a display area. For example, an animated visual representationcan include an animated visual element representing a user of anetworking system, such as an animated avatar, bot, or caricature.

Further, as used herein, the term “extended-reality communicationsession” refers to communications between two users in an extendedreality environment. In particular, an extended-reality communicationsession can refer to a communication session (e.g., a chat) between twousers using extended-reality devices. For example, an extended-realitycommunication session can include a discussion between two users usinganimated visual representations in a virtual room. An extended-realitycommunication session can further include a discussion of a user with ananimated visual representation of a co-user displayed within anextended-reality lobby window graphical user interface element.Relatedly, as used herein, the term “invitation to an extended-realitycommunication session” refers to an electronic communication—such as anelectronic message or notification—that invites or requests a user tojoin an extended-reality communication session.

As used herein, the term “connection” refers to a link or associationbetween two individuals. In particular, a connection can refer to a linkbetween two users of a networking system. For example, a connection canrefer to a relationship between two users (e.g., a professionalrelationship or a social relationship), a previous communication betweenor involving the two users, or an association or relatedness of taskswithin which the two users are or have been engaged.

Additionally, as used herein, the term “user input” refers to inputprovided by a user to a computing device. In particular, user input canrefer to data that is received or recognized by a computing device—suchas an extended-reality device—based on an interaction of a user with thecomputing device or based on some observation of the user by thecomputing device. For example, a user input can include, but is notlimited to, a touch input provided by a user, a digital video or imagecaptured of the user, a scan of a user, or a voice or other noise inputprovided by the user.

As used herein, the term “voice input” refers to a noise input thatoriginates from the mouth or vocals of a user. For example, voice inputcan include one or more words spoken by a user, other noises vocalizedby the user (e.g., humming or whistling), or other noises caused bymanipulations of the user's mouth or lips (e.g., a smacking of thelips).

As used herein, the term “name” refers to a word or set of words bywhich a person or other entity is known. In particular, a name refers toan identifier that can be used to call out to or refer to a person or anidentifier to which a person will respond. For example, a name can referto a legal name, a nickname, a preferred name, username, or a title.

Additionally, as used herein, the term “availability status” (or“availability) refers to an availability to communicate. In particular,an availability status can refer to a categorization of an availabilityof a user to engage in conversation with another user. For example, anavailability status can refer to a categorization of an availability toengage in an ad hoc, unscheduled, or otherwise unplanned conversation.To illustrate, an availability status can include a category ofavailability associated with a user of an extended-reality device toengage in an extended-reality communication session.

As used herein, the term “organization” refers to an organized group ofmultiple people. In particular, an organization can refer to anorganized body of people having a shared purpose or directive. Forexample, an organization can include a business (e.g., a company) ororganized group within a business (e.g., a particular department), apartnership, or other operation that involves multiple people operatingin an organized manner. Relatedly, as used herein, the term“organizational structure” refers to the structure of an organization.In particular, a structural organization can refer to an arrangement ofand relationships between different components (e.g., people and/orgroups of people) of an organization. For example, an organizationalstructure can include a hierarchical structure of an organization (e.g.,a corporate hierarchy).

As used herein, the term “community” refers to an association betweenmultiple users in a networking system. In particular, a community canrefer to an organized group that includes multiple uses of a networkingsystem that are connected or otherwise associated. For example, acommunity can include a group of networking system users that areworking on related tasks, have similar interests or hobbies, live in thesame geographic location or near one another, work within the sameorganization or department within an organization, have similareducational backgrounds, went to the same school, grew up in the samehometown, etc.

Additionally, as used herein, the term “digital activity” refers to anactivity engaged in using a computing device. In particular, a digitalactivity can refer to an action performed by a user of a computingdevice, using functions and features of the computing device. Possibledigital activities vary with the capabilities of a computing device, butsome examples of a digital activity can include accessing, viewing, orediting a digital file (e.g., a digital document or digital video).Further examples include communicating with another user of a computingdevice (e.g., via email, text, chat, video conference call, etc.),conducting an internet search, accessing a website or general internetbrowsing, searching a database, or other actions executed as part of aworkflow. In one or more embodiments, a digital activity includes aphysical activity that has been digitally detected. For example, theextended-reality communication system can receive digital data from ameasuring mechanism of a computing device (e.g., a visual sensor, anaccelerometer, etc.) and determine that the digital data corresponds tophysical activity.

Further, as used herein, the term “task” refers to a piece of work to beperformed. In particular, a task can refer to a process taken to arriveat an end result or reach a goal. To illustrate, a task can include, butis not limited to, a work project, research, experimentation, writing apaper, or designing a product.

As used herein, the term “task profile” refers to a collection of datacorresponding to one or more tasks associated with a user. Inparticular, a task profile can refer to an outline or a description ofone or more tasks in which a user is engaged and/or one or more tasksthat are otherwise associated with a user. A task profile can include alist of digital activities, in which the user has engaged, indicating atask. A task profile can further include data associated with digitalactivities (e.g., metadata), such as file names, file descriptions,search terms or keywords, website addresses, database names, news items,or the content of communications between the user and a co-user.

Additionally, as used herein, the term “digital object” refers to acollection of digital data. In particular, a digital object can refer toa collection of digital data that can be accessed, viewed, manipulated,or transferred collectively. For example, a digital object can refer toa digital file (e.g., a digital document, a digital image, a digitalvideo, etc.) or a component or derivative of a digital file (e.g., aclip of a digital video or an edited digital image). A digital objectcan also refer to other digital components that can be utilized by usersof a computing device. To illustrate, a digital object can refer to adigital add-on (e.g., an accessory) that can be displayed in associationwith an animated visual representation of a user or a particularanimation that can be applied to the animated visual representation ofthe user.

Further, as used herein, the term “message” refers to a unilateralcommunication between entities. In particular, a message can refer to aone-way communication transmitted between computing devices, such asextended-reality devices. For example, a message can refer to a textmessage, an email message, a chat message, a voice recording, or a videorecording.

Additional detail regarding the extended-reality communication systemwill now be provided with reference to the figures. For example, FIG. 1illustrates a schematic diagram of an exemplary system 100 in which anextended-reality communication system 106 can be implemented. Asillustrated in FIG. 1, the system 100 includes a server(s) 102, anetwork 108, a third-party server 110, and client devices 112 a-112 n.

Although the system 100 of FIG. 1 is depicted as having a particularnumber of components, the system 100 can have any number of additionalor alternative components (e.g., any number of servers, client devices,third-party servers, or other components in communication with theextended-reality communication system 106 via the network 108).Similarly, although FIG. 1 illustrates a particular arrangement of theserver(s) 102, the network 108, the third-party server 110, and theclient devices 112 a-112 n, various additional arrangements arepossible.

The server(s) 102, the network 108, the third-party server 110, and theclient devices 112 a-112 n may be communicatively coupled with eachother either directly or indirectly (e.g., through the network 108,networks are discussed in greater detail below in relation to FIG. 10).Moreover, the server(s) 102, the third-party server 110, and the clientdevices 112 a-112 n may include a variety of computing devices(including one or more computing devices as discussed in greater detailwith relation to FIG. 10).

As mentioned above, the system 100 includes the server(s) 102. Theserver(s) 102 can generate, store, receive, and/or transmit dataincluding communications data. For example, the server(s) 102 canreceive user input from a client device (e.g., one of the client devices112 a-112 n) and transmit the communication to another client device. Inone or more embodiments, the server(s) 102 comprises a data server. Theserver(s) 102 can also comprise a communication server or a web-hostingserver.

As shown in FIG. 1, the server(s) 102 includes a networking system 104.In particular, the networking system 104 can provide a digital platformthat includes functionality through which users of the networking system104 can connect to and/or interact with one another. For example, thenetworking system 104 can register a user (e.g., a user of one of theclient devices 112 a-112 n). The networking system 104 can furtherprovide features through which the user can connect to and/or interactwith co-users. For example, the networking system 104 can providemessaging features and/or chat features through which a user cancommunicate with one or more co-users. The networking system 104 canalso generate and provide groups and communities through which the usercan associate with co-users.

In one or more embodiments, networking system 104 comprises a socialnetworking system (such as but not limited to FACEBOOK™), but in otherembodiments the networking system 104 may comprise another type ofsystem, including but not limited to an e-mail system, search enginesystem, e-commerce system, banking system, or any number of other systemtypes that use user accounts. In one or more embodiments where thenetworking system 104 comprises a social networking system, thenetworking system 104 may include a social graph system for representingand analyzing a plurality of users and concepts. A node storage of thesocial graph system can store node information comprising nodes forusers, nodes for concepts, and nodes for items. An edge storage of thesocial graph system can store edge information comprising relationshipsbetween nodes and/or actions occurring within the social networkingsystem. Further detail regarding social networking systems, socialgraphs, edges, and nodes is presented below with respect to FIGS. 11 and12.

Additionally, the server(s) 102 include the extended-realitycommunication system 106. In particular, in one or more embodiments, theextended-reality communication system 106 utilizes the server(s) 102 toenable users to request to communicate with one another in anextended-reality communication session. For example, theextended-reality communication system 106 can utilize the server(s) 102to receive user input corresponding to a particular co-user and send aninvitation to join an extended-reality communication session to anextended-reality device corresponding to the co-user.

For example, in one or more embodiments, the extended-realitycommunication system 106, via the server(s) 102, generates anextended-reality lobby window graphical user interface element fordisplay on an extended-reality device (e.g., one of the client devices112 a-112 n) corresponding to a user of a networking system. Theextended-reality communication system 106 further, via the server(s)102, determines a connection between the user and a co-user. Based onthe connection, the extended-reality communication system 106 providesan animated visual representation of the co-user for display within theextended-reality lobby visible via the extended-reality lobby windowgraphical user interface element displayed on the extended-realitydevice corresponding to the user. Via the server(s) 102, theextended-reality communication system 106 receives user input targetingthe animated visual representation of the co-user and generates andsends an invitation to join an extended-reality communication sessionfor display on an extended-reality device corresponding to the co-user.

In one or more embodiments, the third-party server 110 stores and/orprovides access to various third-party sources of digital data. Forexample, in one or more embodiments, the third-party server 110 can beaccessed by a client device (e.g., one of the client devices 112 a-112n). In response, the third-party server 110 can provide functionality bywhich the client device can generate, access, view, search for, and/orinteract with digital data. In one or more embodiments, the third-partyserver 110 includes a database storing digital files (e.g., digitaldocuments, digital images, digital videos, etc.). In some embodiments,the third-party server 110 includes a search engine that provides searchresults in response to receiving a search query.

In one or more embodiments, the client devices 112 a-112 n includecomputing devices that can facilitate communication between users of anetworking system via an extended reality environment. For example, theclient devices 112 a-112 n can include head-mounted display devices(including those capable of providing an extended reality display),smartphones, tablets, desktop computers, laptop computers, or otherelectronic devices having extended reality capabilities. The clientdevices 112 a-112 n can include one or more applications (e.g., theclient application 114) that can facilitate communication between usersof a networking system via an extended reality environment. For example,the client application 114 can include a software application installedon the client devices 112 a-112 n. Additionally, or alternatively, theclient application 114 can include a software application hosted on theserver(s) 102, which may be accessed by the client devices 112 a-112 nthrough another application, such as a web browser.

The extended-reality communication system 106 can be implemented inwhole, or in part, by the individual elements of the system 100. Indeed,although FIG. 1 illustrates the extended-reality communication system106 implemented with regard to the server(s) 102, different componentsof the extended-reality communication system 106 can be implemented in avariety of the components of the system 100. For example, one or more(or all) components of the extended-reality communication system 106 canbe implemented by a different computing device (e.g., one of the clientdevices 112 a-112 n) or a separate server from the server(s) 102 hostingthe networking system 104. Example components of the extended-realitycommunication system 106 will be discussed in more detail below withregard to FIG. 8.

As mentioned above, the extended-reality communication system 106 cangenerate an extended-reality lobby window graphical user interfaceelement for display on an extended-reality device corresponding to auser. FIG. 2 illustrates an overview diagram of the extended-realitycommunication system 106 providing a generated extended-reality lobbywindow graphical user interface element for display in accordance withone or more embodiments.

As shown in FIG. 2, the extended-reality communication system 106 canprovide a virtual reality environment 200 in which a user wearing anextended-reality device is represented by, and controls, an avatar 202.In other words, the extended-reality device can provide the user a viewof the virtual reality environment 200 from the point of view of theavatar 202. In the embodiment shown in FIG. 2, the virtual realityenvironment includes a virtual desk 204 and a virtual computer 206. Inalternative embodiments, the virtual reality environment 200 cancomprise any number of configurations and situations. For example,rather than generating and providing a virtual reality environment, theextended-reality communication system 106 can provide an augmentedreality environment that mixes virtual and real-life objects (in such anaugmented reality environment, the illustrated avatar 202 would bereplaced by the user wearing an augmented-reality device).

FIG. 2 further illustrates that the extended-reality device can providean extended-reality lobby window graphical user interface element 208.Additionally, as shown in FIG. 2, the extended-reality communicationsystem 106 provides animated visual representations 210 a-210 c fordisplay within the extended-reality lobby window graphical userinterface element 208. Although FIG. 2 shows a particular number ofanimated visual representations, the extended-reality communicationsystem 106 can provide various numbers of animated visualrepresentations (i.e., one or more).

In one or more embodiments, the animated visual representations 210a-210 c correspond to co-users of a networking system of which the userof the extended-reality device is also a user. In some embodiments, theextended-reality communication system 106 provides the animated visualrepresentations 210 a-210 c based on a determined connection between thecorresponding co-users and the user of the extended-reality device. Infurther embodiments, the extended-reality communication system 106provides the animated visual representations 210 a-210 c based on anavailability status of the corresponding co-users. In one or moreembodiments, rather than providing the animated visual representations210 a-210 c, the extended-reality communication system 106 providesstatic visual elements representing the co-users of the networkingsystem.

In one or more embodiments, the extended-reality communication system106 receives an animated visual representation from the correspondingco-user. For example, the extended-reality communication system 106 canprovide an interface through which the co-user can customize the look oftheir corresponding animated visual representation or submit an animatedvisual representation generated using a third-party system. In someembodiments, the extended-reality communication system 106 generates theanimated visual representation for a co-user based on a scan of the faceand body of the co-user.

The extended-reality communication system 106 can provide differentvariations of the extended-reality lobby window graphical user interfaceelement 208 and/or the animated visual representations 210 a-210 c. Forexample, as shown in FIG. 2, the extended-reality communication system106 can present the extended-reality lobby window graphical userinterface element 208 as a window into a lobby and the animated visualrepresentations 210 a-210 c walking or otherwise moving through thelobby. As another example, the extended-reality communication system 106can present the extended-reality lobby window graphical user interfaceelement 208 as a view of a river and the animated visual representations210 a-210 c as drifting, boating, or swimming along the river.

In one or more embodiments, the extended-reality communication system106 positions the extended-reality lobby window graphical user interfaceelement 208 within the extended reality graphical user interface 206 soas to appear at the side or periphery of the view of the user when theuser faces a particular direction. For example, as shown in FIG. 2, theextended-reality communication system 106 can position theextended-reality lobby window graphical user interface element 208 toappear at the side when the user faces toward the computer 206. Thus,the extended-reality lobby window graphical user interface element 208can appear as a window positioned next to the user (e.g., on a wall nextto the user).

In augmented reality environments, the extended-reality communicationsystem 106 can further anchor the extended-reality lobby windowgraphical user interface element 208 to a real-world location (e.g., onthe wall next to the user) so that the user can face theextended-reality lobby window graphical user interface element 208directly when desired. Accordingly, the extended-reality communicationsystem 106 enables the user to see the extended-reality lobby windowgraphical user interface element 208 without obstructing the view of thecomputing device 206, allowing the user to focus on a task to beperformed but facilitating communication with co-users when desired.

The animated visual representations 210 a-210 c can compriserepresentations of co-users. It should be noted, however, that incontrast to avatars (e.g., avatar 202), the animated visualrepresentations 210 a-210 c are not directly controlled by users. Inother words, the animated visual representations 210 a-210 c can belocated within the virtual lobby visible via the extended-reality lobbywindow graphical user interface element 208 without requiring usersassociated with the animated visual representations 210 a-210 c tonavigate into the virtual lobby. Thus, similar to the user associatedwith the avatar 202, the users associated with the animated visualrepresentations 210 a-210 c can be working or otherwise engaged.

As mentioned above, the extended-reality communication system 106 candetermine a connection between a user and a co-user and provide ananimated visual representation of the co-user for display on anextended-reality device of the user based on that connection. FIGS.3A-3B illustrate diagrams for determining connections between a user andco-users in accordance with one or more embodiments.

In particular, FIG. 3A illustrates a block diagram for determiningconnections 302 a-302 c between a user 304 and a plurality of co-users306 a-306 c. In one or more embodiments, the user 304 and the co-users306 a-306 c are users of a networking system. Though FIG. 3A illustratesdetermining connections between the user 304 and a particular number ofco-users, the extended-reality communication system 106 can determineconnections between the user 304 and various numbers of co-users (i.e.,one or more).

For a given co-user (e.g., one of the co-users 306 a-306 c), theextended-reality communication system 106 can determine a connectionbetween the user 304 and the co-user based on various factors or data.For example, as shown in FIG. 3A, the extended-reality communicationsystem 106 can determine a connection based on user tasks 308. In one ormore embodiments, the user tasks 308 include one or more tasksassociated with the user 304. Indeed, the extended-reality communicationsystem 106 can determine a task associated with or details related to atask associated with the user. In one or more embodiments, theextended-reality communication system 106 determines the task based onone or more digital activities (including digitally-detected physicalactivities) executed by the user. Similarly, the extended-realitycommunication system 106 can determine a task or details related to atask associated with the co-user. The extended-reality communicationsystem 106 can determine a connection between the user 304 and theco-user based on a similarity between their associated tasks. Bydetermining a connection between the user and a co-user based on tasksimilarity (and providing an animated visual representation of theco-user for display to the user accordingly), the extended-realitycommunication system 106 can facilitate increased awareness, for a user,of co-users that are working in the same task area.

In one or more embodiments, the extended-reality communication system106 adds the user 304 to a community of co-users associated with similartasks. Accordingly, the extended-reality communication system 106 candetermine a connection between the user 304 and a co-user that is partof the community as will be discussed in more detail below with regardto FIG. 3B.

As shown in FIG. 3A, the extended-reality communication system 106 canfurther determine a connection between the user 304 and a co-user basedon recent communications 310 between the user 304 and the co-user. Forexample, the extended-reality communication system 106 can track and/ormaintain a record of communications between the user 304 and theco-user. For example, the extended-reality communication system 106 cantrack communications exchanged within a networking system (e.g., posts,direct messages, chats, comments, replies, etc.). In one or moreembodiments, the extended-reality communication system 106 also trackscommunications exchanged outside of a networking system (e.g., emails,phone calls, text messages, video chats, etc.). In some embodiments, theextended-reality communication system 106 further receives inputcorresponding to face-to-face communications between the user 304 andthe co-user.

In one or more embodiments, the extended-reality communication system106 determines a connection between the user 304 and the co-user basedon those communications that are considered recent—such ascommunications exchanged within a recency threshold (e.g., within aweek, a month, several months, etc.). In some instances, however, theextended-reality communication system 106 can determine a connectionbased on a broader range of communications exchanged between the user304 and the co-user. For example, the extended-reality communicationsystem 106 can analyze various communications exchanged between the user304 and the co-user from a broad timeline and assign a weight to eachcommunication based on the recency of the communication.

Additionally, as shown in FIG. 3A, the extended-reality communicationsystem 106 can determine a connection between the user 304 and a co-userbased on an organizational structure 312 associated with the user 304.Indeed, the extended-reality communication system 106 can identify theorganizational structure 312 corresponding to an organization associatedwith the user 304. In one or more embodiments, the co-user is alsoassociated with the organization and is associated with the user 304through the organization (e.g., is a supervisor, a subordinate, orcolleague of the user 304). The extended-reality communication system106 can identify the connection between the user 304 and the co-userusing the organizational structure.

In one or more embodiments, the extended-reality communication system106 generates a tree map that includes the organizational structure 312.In particular, the extended-reality communication system 106 cangenerate a tree map that indicates the various components of theorganization and how they relate to one another. The extended-realitycommunication system 106 can further generate the tree map to includerepresentations of users of the networking system associated with thedifferent components. Thus, the extended-reality communication system106 can determine a connection between the user 304 and a co-user byanalyzing the tree map. For example, the extended-reality communicationsystem 106 can determine that there is a connection with a co-user thatis associated with the same organizational component as the user 304. Inone or more embodiments, the extended-reality communication system 106generates the tree map as described in Douglas Baxter, Creating aTreemap Chart Using JavaScript,https://www.anychart.com/blog/2019/08/01/treemap-chart-create-javascript/,2019, which is incorporated herein by reference in its entirety.

In some embodiments, the extended-reality communication system 106generates a knowledge graph that includes the organizational structure312. In particular, the extended-reality communication system 106 cangenerate a knowledge graph that indicates the various concepts and/orcategories that are relevant to the organization associated with theuser 304 and how those concepts and/or categories are related. Theextended-reality communication system 106 can further generate theknowledge graph to indicate the users of the networking systemassociated with the concepts and/or categories. Thus, theextended-reality communication system 106 can determine the connectionbetween the user 304 and a co-user by analyzing the knowledge graph. Inone or more embodiments, the extended-reality communication system 106generates a knowledge graph as described in Ignaz Wanders, Build YourOwn Knowledge Graph,https://medium.com/vectrconsulting/build-your-own-knowledg-graph-975cf6dde67f,2018 which is incorporated herein by reference in its entirety.

The extended-reality communication system 106 can apply various filtersto the knowledge graph (e.g., filters selected by a user) in order tofocus on the types of connections the user desires (e.g., past orpresent co-users associated with the same or similar task, connectionsthat will help with commercial profit or intellectual propertyprotection, etc.)

In one or more embodiments, the extended-reality communication system106 determines a connection between the user 304 and a co-user based onany one of the user tasks 308, the recent communications 310, or theorganizational structure 312. In other words, the extended-realitycommunication system 106 can determine that a connection exists as longas the user 304 and the co-user were associated with similar tasks, hadrecently communicated with one another, or were associated through anorganization. In some embodiments, however, the extended-realitycommunication system 106 determines that a connection between the user304 and a co-user exists based on a combination of the user tasks 308,the recent communications 310, and the organizational structure 312 (oruses such a combination to determine the strength of the connection).

FIG. 3B illustrates a flowchart for a process of determining aconnection between a user and a co-user based on the user and co-userbeing members of the same community in accordance with one or moreembodiments. As shown in FIG. 3B, the extended-reality communicationsystem 106 can perform an act 320 of generating a task profile for auser. In particular, the extended-reality communication system 106 cangenerate the task profile based on one or more digital activitiesexecuted by the user. In some instances, the extended-realitycommunication system generates a task profile for a user by generating asemantic profile based on the digital activities executed by the userand/or the data associated with those digital activities. For example,the extended-reality communication system 106 can generate a semanticprofile for a user as described in Semantic Arts, White Paper: SemanticProfiling, https://www.semanticarts.com/white-paper-semantic-profiling/,2015, which is incorporated herein by reference in its entirety.

In some instances, the extended-reality communication system 106generates a task profile based on user input. In particular, theextended-reality communication system 106 can provide an interface fordisplay on the extended-reality device of the user (or another computingdevice associated with the user) through which the user can inputinformation. The extended-reality communication system 106 can thengenerate a task profile for the user based on the provided information.

In one or more embodiments, the extended-reality communication system106 generates multiple task profiles for a user. For example, theextended-reality communication system 106 can generate a first taskprofile related to tasks associated with an employment of the user and asecond task profile related to tasks associated with non-employmentactivities of the user. As another example, the extended-realitycommunication system 106 can generate multiple task profiles related toseparate and unrelated tasks associated with an employment of the user,such as when the user fills multiple roles within a business thatemploys the user or where the user is part of an academic circle that isrelated to the employment of the user (e.g., a college professor thatparticipates in academic circles related to an employed field of study).

Additionally, as shown in FIG. 3B, the extended-reality communicationsystem 106 can perform an act 322 of matching the user to a co-userbased on the task profile of the user. For example, in one or moreembodiments, the extended-reality communication system 106 matches auser to a co-user based on a similarity between their respective taskprofiles. Indeed, the extended-reality communication system 106 cancompare the task profile of the user to the task profile of the co-userto determine a similarity between the task profiles. In someembodiments, the extended-reality communication system 106 generates asimilarity score between the task profiles and determines that the userand the co-user match if the similarity score satisfies a threshold.

In some embodiments, the extended-reality communication system 106matches the user to a co-user based on a similarity between the tasksrepresented by their respective task profiles. For example, theextended-reality communication system 106 can determine a taskrepresented by each task profile (e.g., by applying the task profile toa trained classifier) and compare the tasks determined for each taskprofile. The extended-reality communication system 106 can determinethat the user and the co-user match if the determined tasks are equal orif a similarity score determined for the tasks satisfies a threshold.

As further shown in FIG. 3B, the extended-reality communication system106 can perform an act 324 of determining whether the co-user belongs toan existing relevant community. For example, the extended-realitycommunication system 106 can determine whether the co-user belongs to anexisting community within the networking system. The extended-realitycommunication system 106 can determine that an existing community isrelevant if it is associated with the task profile (or the taskdetermined from the task profile) associated with the user.

If the extended-reality communication system 106 determines that theco-user belongs to an existing relevant community, the extended-realitycommunication system 106 can perform an act 326 of adding the user tothe community. In one or more embodiments, the extended-realitycommunication system 106 adds the user to the community after matchingthe user to one co-user from the community. In some embodiments, theextended-reality communication system 106 adds the user to the communitybased on matching the user to multiple co-users from the community.

Further, in some instances, the extended-reality communication system106 determines that the co-user belongs to multiple existing relevantcommunities. Accordingly, the extended-reality communication system 106can add the user to those multiple communities based on matching theuser to the co-user.

If the extended-reality communication system 106 determines that theco-user does not belong to an existing relevant community, theextended-reality communication system 106 can perform an act 328 ofcreating a new community. The extended-reality communication system 106can further add the user and the co-user as members of the newcommunity. The extended-reality communication system 106 can further addother co-users to the community based on determining that the otherco-users match the user and/or the co-user.

Upon adding the user to an existing relevant community or creating a newcommunity, the extended-reality communication system 106 can perform anact 330 of identifying a co-user from the community. In particular, theextended-reality communication system 106 can determine that there is aconnection between the user and a co-user identified from the community.In one or more embodiments, the extended-reality communication system106 identifies a plurality of co-users from the community and determinesthat there is a connection between the user and the plurality ofco-users identified from the community.

In some embodiments, the extended-reality communication system 106determines that there is a connection between the user and the co-userwith whom the extended-reality communication system 106 previouslymatched to the user at the time of matching (e.g., in act 322). In someembodiments, however, the extended-reality communication system 106determines the connection after adding the user to a community.

As shown in FIG. 3B, the extended-reality communication system 106 canfurther perform an act 332 of determining whether the user changedtasks. In particular, the extended-reality communication system 106 cantrack the digital activities of the user as the user executes thosedigital activities. The extended-reality communication system 106 canfurther detect when the digital activities executed by the usercorrespond to a different task than previously executed digitalactivities (e.g., based on a relatedness of the digital activities). Inother words, the extended-reality communication system 106 can maintaina record of the current task of the user and identify when that currenttask changes. If, at a given time, the extended-reality communicationsystem 106 determines that the user has not changed tasks, theextended-reality communication system 106 can continue to monitor thedigital activities of the user until there is a task change.

If the extended-reality communication system 106 determines that theuser has changed tasks, the extended-reality communication system 106can perform an act 334 of modifying the task profile of the user.Indeed, the extended-reality communication system 106 can update thetask profile of the user to correspond to the current task of the user.Thus, the extended-reality communication system 106 can dynamicallyupdate the task profile of a user and add the user to communities (orcreate new communities) that are relevant to the current task of theuser. Because these communities include co-users that have similar taskprofiles to the user, the extended-reality communication system canutilize the communities of the user to identify connections withco-users that are engaged in tasks that are similar to the task withwhich the user is currently engaged.

In some embodiments, the extended-reality communication system 106determines that the user switches between two or more tasks with afrequency that satisfies a frequency threshold. The extended-realitycommunication system 106 can determine that the two or more tasksbelongs to the same task group and modify the task profile of the userto reflect the task group accordingly. Thus, the extended-realitycommunication system 106 can determine connections between the user andco-users engaging in the same task group.

By adding the user to communities that are relevant to the current taskof the user, the extended-reality communication system 106 can improvethe time spent by the user working on the task. For example, theextended-reality communication system 106 can facilitate a more socialwork environment that enables the user to interact with co-users. Morespecifically, the extended-reality communication system 106 can enablethe user to interact with co-users that may be willing to collaborate onthe task (e.g., including co-users of other disciplines that may bewilling to collaborate) or co-users that can provide an expertiserelated to the task. Further, the extended-reality communication system106 can reduce interruptions as well as the duplication of efforts bythe user as interacting with co-users engaged in a similar problem spacehas a low task-switch cost.

In some embodiments, rather than strictly determining that the userchanged from one task to another task, the extended-realitycommunication system 106 determines that the user is engaged in a taskthat is narrower than previously determined. For example, theextended-reality communication system 106 can determine that the task ofthe user is a sub-category of the task previously determined for theuser (e.g., the user is studying a particular facet of a category ratherthan the broad category itself). Accordingly, the extended-realitycommunication system 106 can modify the task profile of the user toreflect the narrower task of the user and can add the user to acommunity that is specifically directed to the narrower taskaccordingly.

In some embodiments, the extended-reality communication system 106determines that the user changed tasks (or that the user is engaged in atask that is narrower than previously determined) based on detectingthat the user has engaged with a co-user. In other words, theextended-reality communication system 106 can determine that two or moreusers working together is a different task than one user working inisolation. In some instances, however, the extended-realitycommunication system 106 views the task the same regardless of thenumber of users working together.

Further, in some instances, rather than generate task profiles for eachuser of the networking system and adding users to communities based ontheir respective task profiles, the extended-reality communicationsystem 106 can group users into communities using a trained machinelearning model. Indeed, the extended-reality communication system 106can utilize a trained machine learning model to analyze the digitalactivities of a user (e.g., chats, searches, documents read or created,videos watched, etc.) and add the user to a community based on theanalysis. In this manner, the extended-reality communication system 106can group users without an understanding of the digital activitiesexecuted by those users.

In some embodiments, the extended-reality communication system 106determines, for a user, connections to co-users beyond those that arecurrently engaged in the same or a similar task as the user. Forexample, the extended-reality communication system 106 can determineconnections to co-users that have engaged in the same or a similar taskin the past, such as those who were engaged in the same task whileassociated with an organization of the user but have since left. Thus,the extended-reality communication system 106 enables a user tocommunicate with a broad range of users who may be helpful with aparticular task. In some embodiments, rather than facilitatingcommunication with co-users who have worked on the same or a similartask in the past, the extended-reality communication system 106 providesthe user with materials associated with those co-users (e.g., documents,searches, publications, or other work artifacts) to inform the user ofprevious findings, dead ends, insights, etc.

In some instances, the extended-reality communication system 106determines that the user is not connected to a co-user of the networkingsystem. In particular, the extended-reality communication system 106 candetermine that the task associated with the user is unique to the user.Accordingly, the extended-reality communication system 106 can flag thetask as a new area of discovery. The extended-reality communicationsystem 106 can further flag the task as a subject worthy of intellectualproperty protection (e.g., patents, copyrights, defensive publications,etc.). The extended-reality communication system 106 can provide anotification for display to the user of the intellectual propertypotential associated with the task.

In some embodiments, the extended-reality communication system 106establishes a relationship between two disparate topics based on aunique task. For example, the extended-reality communication system 106can add the user to a community associated with another task of the user(i.e., a known or non-unique task). The extended-reality communicationsystem 106 can establish a relationship based on a topic of the uniquetask and a topic of the non-unique task based on determining that theuser is associated with both. The extended-reality communication system106 can use this relationship for future community building.

As discussed above, the extended-reality communication system 106 canprovide animated visual representations of co-users for display on anextended-reality device of a user. In response to receiving user inputtargeting a particular animated visual representation, theextended-reality communication system 106 can initiate communicationwith the corresponding co-user within an extended reality environment.FIGS. 4A-4E illustrate diagrams for initiating an extended-realitycommunication session between a user and a co-user corresponding to ananimated visual representation in accordance with one or moreembodiments.

As shown in FIG. 4A, the extended-reality communication system 106provides the animated visual representations 210 a-210 c correspondingto co-users of a networking system for display within anextended-reality lobby window graphical user interface element 208displayed via an extended-reality device of a user associated with anavatar 202. In one or more embodiments, the extended-realitycommunication system 106 provides the animated visual representations210 a-210 c for display within the extended-reality lobby windowgraphical user interface element 208 based on a determined connectionbetween the user and the co-users corresponding to the animated visualrepresentations 210 a-210 c.

In some embodiments, the extended-reality communication system 106determines that there is a connection between the user and a pluralityof co-users—more than the number of animated visual representations thatcould be practically displayed within the extended-reality lobby windowgraphical user interface element 208. Accordingly, the extended-realitycommunication system 106 can select a subset of co-users at a given timeand provide their corresponding animated visual representations fordisplay within the extended-reality lobby window graphical userinterface element 208. In some instances, the extended-realitycommunication system 106 further alternates or rotates through theanimated visual representations provided for display so that theanimated visual representation of each co-user from the plurality ofco-users is displayed within the extended-reality lobby window graphicaluser interface element 208 at some point.

In some embodiments, the extended-reality communication system 106further provides animated visual representations for display based on anavailability status of the corresponding co-users. For example, theextended-reality communication system 106 can receive user input from aco-user (e.g., via an extended-reality device of the co-user) indicatingthe availability of the co-user for discussion. For example, theextended-reality communication system 106 can provide availabilityoptions (e.g., available or unavailable) for display on theextended-reality device of the co-user and receive a selection of one ofthe options.

In some embodiments, the extended-reality communication system 106provides a visual element for display on the extended-reality device ofthe co-user based on the user input indicating the unavailability of theco-user. For example, the extended-reality communication system 106 canprovide digital blinds for display over an extended-reality lobby windowgraphical user interface element displayed on the extended-realitydevice of the co-user, indicating that the co-user has decided on anunavailable status. As another example, the extended-realitycommunication system 106 can provide a digital “do not disturb” sign fordisplay so as to appear to be hanging outside the extended-reality lobbywindow graphical user interface element or a virtual door displayed onthe extended-reality device of the user. Thus, the extended-realitycommunication system 106 provide visual elements that indicate, to theco-user, the current availability status of the co-user. In someembodiments, such visual elements are not viewed by other co-users(e.g., the user); rather, the visual elements provide a visualindication, to the particular co-user, that the co-user is currentlylabeled unavailable for communication.

In one or more embodiments, if the user input indicates that the co-useris available for discussion, the extended-reality communication system106 can provide the corresponding animated visual representation fordisplay. If the user input indicates that the co-user is not availablefor discussion, the extended-reality communication system 106 canexclude the corresponding animated visual representation from display.

In some instances, the extended-reality communication system 106receives user input indicating that a co-user is unavailable except todiscuss one or more particular tasks. Accordingly, the extended-realitycommunication system 106 can exclude the animated visual representationof the co-user for display unless the user is associated with at leastone of the tasks the co-user is willing to discuss.

In one or more embodiments, rather than receiving user input thatdirectly indicates an availability status of a co-user, theextended-reality communication system 106 determines the availability ofthe co-user based on a digital calendar associated with the co-user. Forexample, the extended-reality communication system 106 can analyze thedigital calendar of the co-user to determine when the co-user hasmeetings or other scheduled events and can determine that the co-user isunavailable during those times. In some embodiments, theextended-reality communication system 106 utilizes a trained machinelearning model to analyze work patterns of the user (e.g., when the useris occupied with meetings or events, when the user is working from adesk, or when the user has discussions with other co-users) and identifyone or more time slots when the user will be available.

As shown in FIG. 4B, the extended-reality communication system 106receives user input 402 targeting the animated visual representation 210c. In particular, the extended-reality communication system 106 receivesvoice input that includes the name of the co-user corresponding to thetargeted animated visual representation 210 c. The extended-realitycommunication system 106, however, can receive user input targeting ananimated visual representation in various forms. For example, theextended-reality communication system 106 can receive a selection of ananimated visual representation via a controller device associated withthe extended-reality device or can perform eye tracking to identify ananimated visual representation on which the user has focused. As anotherexample, the extended-reality communication system 106 can detect thatthe user is waving at, pointing to, or performing some other handgesture that targets an animated visual representation (e.g., when thereis only one animated visual representation displayed within theextended-reality lobby window graphical user interface element 208).

As shown in FIG. 4C, in response to receiving the user input 402targeting the animated visual representation 210 c, the extended-realitycommunication system 106 provides an enlarged animated visualrepresentation 406 corresponding to the animated visual representation210 c for display within the extended-reality lobby window graphicaluser interface element 208. Indeed, the extended-reality communicationsystem 106 removes the animated visual representations 210 a-210 b fromthe extended-reality lobby window graphical user interface element 208.The extended-reality communication system 106 can utilize the animatedvisual representation 406 to communicate a first option to send amessage for the co-user or a second option to speak with the co-user. Inone or more embodiments, the extended-reality communication system 106utilizes the animated visual representation 406 to communicateadditional options, such as sending a digital object to the user, whichwill be discussed in more detail below with reference to FIG. 6.

In response to receiving a user selection to send a message to theco-user, the extended-reality communication system 106 can provide aprompt for display on the extended-reality device for the user toprovide the message. The extended-reality communication system 106 canreceive the message through various types of user input (e.g., voiceinput, text input, etc.) and send the received message to a computingdevice of the co-user (e.g., the extended-reality device of the co-user.

In some instances, the extended-reality communication system 106receives user input from multiple users to speak with the co-user at ornear the same time. Accordingly, the extended-reality communicationsystem 106 can notify at least some of the users that the co-user iscurrently occupied. The extended-reality communication system 106 canfurther request that the users try to initiate communication with theco-user at a later time or can provide an option for the users to send amessage to the co-user.

In some embodiments, the extended-reality communication system 106provides an animated visual representation of a co-user for display to auser even if the co-user is unavailable due to having a day off, due tothe co-user working different hours than the user, or due to the co-userotherwise selecting an unavailable status. Accordingly, theextended-reality communication system 106 can provide an option for theuser to send a message to the co-user in response to receiving userinput targeting the animated visual representation of the co-user.

As shown in FIG. 4D, in response to receiving a user selection to speakwith the co-user, the extended-reality communication system 106generates and sends an invitation to join an extended-realitycommunication session for display on an extended-reality device of theco-user. In particular, FIG. 4D illustrates extended-realitycommunication system 106 generating and providing an extended-realityenvironment 200 a for the co-user. As shown, the co-user is representedby an avatar 408. The extended-reality communication system 106 canprovide, for display within an extended-reality lobby window graphicaluser interface element 208 a, an animated visual representation 412 ofthe user to communicate the invitation.

In one or more embodiments, the extended-reality communication system106 provides a particular animation with the animated visualrepresentation 412 before or during communication of the invitation toindicate that the user would like to speak with the co-user. Forexample, the extended-reality communication system 106 can cause theanimated visual representation 412 to perform the particular animationuntil the extended-reality communication system 106 has determined thatthe co-user is facing the animated visual representation 408 directly.To illustrate, the extended-reality communication system 106 can causethe animated visual representation 408 to appear to “knock” on theextended-reality lobby window simulated to by the extended-reality lobbywindow graphical user interface element 208 a, appear to be looking at awristwatch, hovering within the extended-reality lobby window graphicaluser interface element 408, or walking past the extended-reality lobbywindow graphical user interface element 408 with greater frequency. Asanother example, the extended-reality communication system 106 can causethe animated visual representation 412 to appear to walk through or pacewithin the extended-reality lobby window graphical user interfaceelement 408. Optionally, in response to receiving user input decliningthe invitation to join the extended-reality communication session, theextended-reality communication system 106 can send a notice that theinvitation was declined for display on the extended-reality device ofthe user.

As shown in FIG. 4E, in response to receiving an acceptance of theinvitation, the extended-reality communication system 106 can conduct anextended-reality communication session between the extended-realitydevice of the user and the extended-reality device of the co-user. Inone or more embodiments, the extended-reality communication system 106conducts the extended-reality communication session by generating andproviding a combined extended-reality environment 200 b in which boththe avatars 202 and 408 (and thus the user and co-user) are present.Thus, the user and the co-user can appear to be next to each other'savatar within the combined extended-reality environment 200 b and cancommunicate with each other as if they were both in the same physicalroom despite the user and the co-user being physically located remotefrom each other. In some embodiments, the extended-reality communicationsystem 106 provides a prompt for display on the extended-reality deviceof the user and/or the extended-reality device of the co-user to meet ata physical location in order to conduct an in-person discussion.

In some embodiments, rather than generating the combinedextended-reality environment 200 b, the extended-reality communicationsystem 106 enables the user and co-user to communicate through theextended-reality lobby window graphical user interface elementsdisplayed on their respective extended-reality devices. For example, theextended-reality communication system 106 can display, within theextended-reality lobby window graphical user interface element displayedon the extended-reality device of the user, the animated visualrepresentation of the co-user. The extended-reality communication system106 can communicate voice input, from the co-user, to the user via theanimated visual representation of the co-user.

In one or more embodiments, upon determining that the user and theco-user have joined an extended-reality communication session, and uponfurther determining that another user is connected to the user and theco-user (e.g., is working on the same task), the extended-realitycommunication system 106 can invite the other user to join theextended-reality communication session or prompt the user and/or co-userto do so. Still further, the extended-reality communication system 106can generate and provide an extended-reality lobby window graphical userinterface element 208 b in which animated visual representations ofco-users connected to both the user and the co-user are provided. Thus,the extended-reality communication system 106 can facilitate the userand the co-user adding additional connected users to the combinedextended-reality environment 200 b in an impromptu fashion (e.g., animpromptu meeting).

Further, in some embodiments, rather than providing animated visualrepresentations within an extended-reality lobby window graphical userinterface element and allowing a user to target an animated visualrepresentation in order to communicate with a corresponding co-user, theextended-reality communication system 106 can generate a virtual roomfor display on an extended-reality device of the user. Theextended-reality communication system 106 can provide animated visualrepresentations for one or more co-users determined to have a connectionto the user for display within the virtual room and enable the user tocommunicate with the one or more co-users via their respective animatedvisual representations.

In some embodiments, the extended-reality communication system 106determines that the user is part of a defined group of co-users (e.g., ateam of co-workers) and provides the same virtual room for display toeach member of the defined group (e.g., instead of providing theextended-reality lobby window graphical user interface element). Thus,the extended-reality communication system 106 can provide a definedvirtual space within which members of the defined group can meet andcommunicate—either as sub-groups or as the entire group—even if themembers of the defined group are at separate physical locations.

By utilizing an extended-reality lobby window graphical user interfaceelement to provide animated visual representations of co-users andinitiate communication with those co-users, the extended-realitycommunication system 106 can operate more flexibly than conventionalsystems. For example, the extended-reality communication system 106 canprovide the animated visual representation of a co-user for display tothe user without relying on user input from the co-user as is oftenrequired by conventional systems. Further, by utilizing anextended-reality lobby window graphical user interface element fordisplaying the animated visual representations, the extended-realitycommunication system 106 flexibly allows the user to encounter theanimated visual representations without requiring the user to activelyseek for a dedicated extended reality arena. Thus, the extended-realitycommunication system 106 can simulate a chance encounter between theuser and one or more co-users.

Further, the extended-reality communication system 106 can operate moreefficiently than conventional systems. Indeed, by providing the animatedvisual representations of co-users that are connected to the user fordisplay, the extended-reality communication system 106 can initiatecommunication with co-users that the user may want to speak to withreduced user interaction. Indeed, the extended-reality communicationsystem 106 reduces the number of steps a user may be required to performin order to communicate with a co-user (e.g., open a communicationapplication, enter an extended reality arena designated forcommunication, approach the digital character of the desired co-user,and initiate communication with the contact).

In one or more embodiments, the extended-reality communication system106 provides additional visual elements for display—in association withthe animated visual representations of co-users—in order to provideadditional information to the user. FIG. 5 illustrates a diagram of theextended-reality communication system 106 providing additional visualelements for display in accordance with one or more embodiments.

As shown in FIG. 5, the extended-reality communication system 106provides an extended-reality lobby window graphical user interfaceelement 502 for display within an extended reality graphical userinterface 504 displayed on an extended-reality device 506. Further, theextended-reality communication system 106 provides the animated visualrepresentations 508 a-508 c of co-users for display within theextended-reality lobby window graphical user interface element 502.

As further shown in FIG. 5, the extended-reality communication system106 provides visual elements 510 a-510 c (shown as text) for display inassociation with the animated visual representations 508 a-508 crepresenting a connection between the corresponding co-users and theuser of the extended-reality device 506. The visual elements 510 a-510 ccan include various pieces of information that indicate how a co-user isconnected to the user. For example, as shown in FIG. 5, the visualelements 510 a-510 c can include the name of the co-user, the locationof the co-user (e.g., city, state, country, etc.), and an indication ofa task associated with the co-user. In some embodiments, the visualelements 510 a-510 c can include additional pieces of information, suchas an organization and/or organizational component associated with theco-user.

Indeed, in some embodiments, the extended-reality communication system106 determines connections between the user and co-users that are notphysically located within the same location as the user and/or co-userswith whom the user may not be familiar. Thus, the extended-realitycommunication system 106 can utilize the visual elements 510 a-510 c toindicate why the user may want to communicate with the correspondingco-users. To illustrate, the user may be part of an organization'soptics team at a particular location and find value in communicatingwith members of the organization's optics teams at various otherlocations. Thus, the extended-reality communication system 106 canconnect the user with co-users that can potentially help the user in atask and facilitate valuable communication with those co-users.

In one or more embodiments, the visual elements 510 a-510 c includeicons, symbols, or other visual representations. For example, theextended-reality communication system 106 can maintain a set of iconsfor appropriate categories of information (e.g., location, task,organizational component, etc.). The extended-reality communicationsystem 106 can provide one or more icons that represents a co-user fordisplay in association with the corresponding animated visualrepresentation.

Additionally, as shown in FIG. 5, the extended-reality communicationsystem 106 provides visual elements 512 a-512 c for display inassociation with the animated visual representations 508 a-508 crepresenting a relevance rating associated with the correspondingco-users. Indeed, the extended-reality communication system 106 candetermine a relevance rating that indicates a predicted value incommunicating with the corresponding co-user or otherwise the strengthof the connection between the user and the corresponding co-user. Forexample, in one or more embodiments, the extended-reality communicationsystem 106 determines the relevance rating using a trained machinelearning model to analyze the task profiles associated with the user andco-user. In some embodiments, the extended-reality communication system106 utilizes a heuristic approach to determine a relevance rating (e.g.,lower the rating for those co-users located within a different physicallocation than the user or increase the rating for those co-users whohave been engaged in their respective task for a relatively long amountof time). Though FIG. 5 illustrates the visual elements 512 a-512 c as astar rating, the extended-reality communication system 106 can utilizevarious other visual elements that can convey a relevance rating (e.g.,a color system, a percentage, etc.).

In one or more embodiments, in addition to or as an alternative toproviding the visual elements 512 a-512 c to indicate the strength ofthe connection between the user and a co-user, the extended-realitycommunication system 106 provides other visual cues. For example, theextended-reality communication system 106 can provide the animatedvisual representation corresponding to a co-user for display within theextended-reality lobby window graphical user interface element 502 witha frequency based on the strength of the connection between the user andthe co-user. To illustrate, the extended-reality communication system106 can provide an animated visual representation for display withrelatively high frequency where the corresponding co-user has arelatively strong connection to the user. Likewise, the extended-realitycommunication system 106 can provide the animated visual representationfor display with relatively low frequency where the correspondingco-user has a relatively weak connection to the user. Accordingly, theextended-reality communication system 106 can ensure that a co-user thatis strongly connected to a user passes by the extended-reality lobbywindow graphical user interface element 502 displayed to the user moreoften, facilitating a greater chance of communication between the userand the co-user.

As mentioned above, the extended-reality communication system 106 canprovide an option for a user to send a digital object to a co-user.Accordingly, the extended-reality communication system 106 can provide avisual element corresponding to a digital object (e.g., a digital file)received for a user for display on an extended-reality device of theuser. FIG. 6 illustrates a diagram of the extended-reality communicationsystem 106 providing a visual element corresponding to a digital objectfor display in accordance with one or more embodiments.

As shown in FIG. 6, the extended-reality communication system 106provides an extended-reality lobby window graphical user interfaceelement 602 for display within an extended reality graphical userinterface 604 displayed on an extended-reality device 606. Further, theextended-reality communication system 106 provides the visual element608 corresponding to a digital object within the extended-reality lobbywindow graphical user interface element 602. As shown in FIG. 6, thevisual element 608 includes an animated digital character communicatingto the user that the user has been sent a file. In some embodiments,however, the visual element includes visual representations of thedigital object, such as a visual representation of the digital objectitself (e.g., a virtual sheet of paper representing a document) or aninbox or shelf that appears to become fuller when a digital object issent to the user. In some embodiments, the visual element includes anextended-reality object (e.g., a virtual object) that can be displayedand/or utilized within an extended-reality environment.

In one or more embodiments, the extended-reality communication system106 provides access to the digital object in response to detecting auser interaction with the visual element 608 or some other user inputtargeting the visual element 608. In some embodiments, however, theextended-reality communication system 106 provides a separate visualelement for display within the extended reality graphical user interface604 to enable access to the digital object.

In one or more embodiments, the extended-reality communication system106 can provide multiple extended-reality lobby window graphical userinterface elements for display. FIG. 7 illustrates a diagram of theextended-reality communication system 106 providing multipleextended-reality lobby window graphical user interface elements objectfor display in accordance with one or more embodiments.

As shown in FIG. 7, the extended-reality communication system 106provides a first extended-reality lobby window graphical user interfaceelement 702 and a second extended-reality lobby window graphical userinterface element 704 for display within an extended reality graphicaluser interface 706 displayed on an extended-reality device 708. In someinstances, the extended-reality communication system 106 providesmultiple extended-reality lobby window graphical user interface elementsto visually separate multiple networking circles associated with theuser of the extended-reality device 708.

For example, as shown in FIG. 7, the first extended-reality lobby windowgraphical user interface element 702 can correspond to an employmentassociated with the user. Thus, the extended-reality communicationsystem 106 can provide animated visual representations 710 a-710 b fordisplay within the first extended-reality lobby window graphical userinterface element 702 that correspond to work colleagues (e.g.,supervisors, subordinates, team members, etc.). Similarly, the secondextended-reality lobby window graphical user interface element 704 cancorrespond to one or more academic circles associated with the user.Thus, the extended-reality communication system 106 can provide animatedvisual representations 710 c-710 e that correspond to academiccolleagues (e.g., professors or researchers that are part of a differentorganization than the user but study, research, or teach academic topicsthat correspond to a task associated with the user). By using themultiple extended-reality lobby window graphical user interfaceelements, the extended-reality communication system 106 can inform theuser of the different types of connections represented by the animatedvisual representations 710 a-710 e.

Though the above discussion suggests that the extended-realitycommunication system 106 operates with respect to co-users havingemployment-related connections to the user, it should be understood thatthe extended-reality communication system 106 is not so limited. Forexample, in one or more embodiments, the extended-reality communicationsystem 106 can identify co-users with whom the user is connected tosocially. Indeed, the extended-reality communication system 106 candetermine a social connection between a user and a co-user (e.g.,through a familial relationship, based on a proximity of theirrespective hometowns, based on the schools they attended, based ondirect or indirect connections through social media, etc.) and providean animated visual representation of the co-user for display on anextended-reality device of the user.

In one or more embodiments, the extended-reality communication system106 generates a customized dynamic page, dashboard, or sidebar fordisplay to a user via the extended-reality device of the user (oranother computing device associated with the user). For example, theextended-reality communication system 106 can generate the dynamic page,dashboard, or sidebar based on the task profile of the user, thedetermined connections between the user and co-users, and/or thecommunities to which the user has been added. The extended-realitycommunication system 106 can further provide, for display within thedynamic page, dashboard or sidebar, visual elements corresponding to thecommunities or workgroups of which the user is a member, other membersof those communities or workgroups, or other items (e.g., documents,webpages, news items, a chat interface, a resources library, etc.) thatmay be relevant to a task with which the user is engaged. Theextended-reality communication system 106 can update the dynamic page,dashboard, or sidebar as the user changes tasks, communities,workgroups, etc.

Turning now to FIG. 8, additional detail will now be provided regardingvarious components and capabilities of the extended-realitycommunication system 106. In particular, FIG. 8 illustrates theextended-reality communication system 106 implemented by the computingdevice 800 (e.g., the server(s) 102 and/or one of the client devices 112a-112 n as discussed above with reference to FIG. 1). Additionally, theextended-reality communication system 106 is also part of the networkingsystem 104. As shown, the extended-reality communication system 106 caninclude, but is not limited to, a user connection manager 802, ananimated visual representation manager 804, an extended realitygraphical user interface manager 806, a user input manager 808, and datastorage 810 (which includes animated visual representations 812, userconnections 814, and task profiles 816).

As just mentioned, and as illustrated in FIG. 8, the extended-realitycommunication system 106 includes the user connection manager 802. Inparticular, the user connection manager 802 can determine connectionsbetween a user of a networking system and one or more co-users of thenetworking system. For example, the user connection manager 802 candetermine a connection based on a task associated with the user and atask associated with the co-user, recent communications between the userand the co-user, and/or an organizational structure corresponding to anorganization associated with the user and the co-user.

Further, as shown in FIG. 8, the extended-reality communication system106 includes the animated visual representation manager 804. Inparticular, the animated visual representation manager 804 can identifyone or more animated visual representations to be displayed on anextended-reality device. For example, the animated visual representationmanager 804 can identify animated visual representations that correspondto co-users determined to have a connection with the user by the userconnection manager 802.

As shown in FIG. 8, the extended-reality communication system 106further includes the extended reality graphical user interface manager806. In particular, the extended reality graphical user interfacemanager 806 provides visual elements for display within an extendedreality graphical user interface displayed on an extended-realitydevice. For example, the extended reality graphical user interfacemanager 806 can provide one or more extended-reality lobby windowgraphical user interface elements. Further, the extended realitygraphical user interface manager 806 can provide one or more animatedvisual representations selected by the animated visual representationmanager 804 for display within the extended-reality lobby windowgraphical user interface element(s).

Additionally, as shown in FIG. 8, the extended-reality communicationsystem 106 includes the user input manager 808. In particular, the userinput manager 808 can receive or otherwise detect user input. Forexample, the user input manager 808 can receive voice input, touchinput, eye tracking input, or input via a controller device associatedwith the extended-reality communication system 106. In some instances,the user input manager 808 communicates the received user input with theextended reality graphical user interface manager 806 so that theextended reality graphical user interface manager 806 can change thevisual elements provided for display on the extended-reality device.

As further shown in FIG. 8, the extended-reality communication system106 includes data storage 810. In particular, data storage 810 includesanimated visual representations 812, user connections 814, and taskprofiles 816. Animated visual representations 812 can store the animatedvisual representations that correspond to the users of the networkingsystem 104. Animated visual representations 812 can provide access tothe animated visual representations for selection by the animated visualrepresentation manager 804. User connections 814 can store connectionsdetermined between users of the networking system 104 by the userconnection manager 802. Task profiles 816 can store task profilesgenerated for the users of the networking system 104. The userconnection manager 802 can utilize the stored task profiles to determineconnections between users in some instances. Though not shown, datastorage 810 can store various other forms of digital data. For example,data storage 810 can store digital objects or messages that are passedfrom one user of a networking system to a co-user of the networkingsystem.

Each of the components 802-816 of the extended-reality communicationsystem 106 can include software, hardware, or both. For example, thecomponents 802-816 can include one or more instructions stored on acomputer-readable storage medium and executable by processors of one ormore computing devices, such as a client device or server device. Whenexecuted by the one or more processors, the computer-executableinstructions of the extended-reality communication system 106 can causethe computing device(s) to perform the methods described herein.Alternatively, the components 802-816 can include hardware, such as aspecial-purpose processing device to perform a certain function or groupof functions. Alternatively, the components 802-816 of theextended-reality communication system 106 can include a combination ofcomputer-executable instructions and hardware.

Furthermore, the components 802-816 of the extended-realitycommunication system 106 may, for example, be implemented as one or moreoperating systems, as one or more stand-alone applications, as one ormore modules of an application, as one or more plug-ins, as one or morelibrary functions or functions that may be called by other applications,and/or as a cloud-computing model. Thus, the components 802-816 of theextended-reality communication system 106 may be implemented as astand-alone application, such as a desktop or mobile application.Furthermore, the components 802-816 of the extended-realitycommunication system 106 may be implemented as one or more web-basedapplications hosted on a remote server. Alternatively, or additionally,the components 802-816 of the extended-reality communication system 106may be implemented in a suite of mobile device applications or “apps.”

FIGS. 1-8, the corresponding text and the examples provided a number ofdifferent methods, systems, devices, and non-transitorycomputer-readable media of the extended-reality communication system106. In addition to the foregoing, one or more embodiments can also bedescribed in terms of flowcharts comprising acts for accomplishing theparticular result, as shown in FIG. 9. FIG. 9 may be performed with moreor fewer acts. Further, the acts may be performed in different orders.Additionally, the acts described herein may be repeated or performed inparallel with one another or in parallel with different instances of thesame or similar acts.

As mentioned, FIG. 9 illustrates a flowchart of a series of acts 900 forinitiating an extended-reality communication session in accordance withone or more embodiments. While FIG. 9 illustrates acts according to oneembodiment, alternative embodiments may omit, add to, reorder, and/ormodify any of the acts shown in FIG. 9. The acts of FIG. 9 can beperformed as part of a method. Alternatively, a non-transitorycomputer-readable medium can store instructions thereon that, whenexecuted by at least one processor, cause a computing device to performthe acts of FIG. 9. In some embodiments, a system can perform the actsof FIG. 9. For example, in one or more embodiments, a system includes atleast one processor. The system can further include at least onenon-transitory computer-readable medium comprising instructions that,when executed by the at least one processor, cause the system to performthe acts of FIG. 9.

The series of acts 900 includes an act 902 of generating anextended-reality lobby window graphical user interface element. Forexample, the act 902 can involve generating, for display on a firstextended-reality device corresponding to a user of a networking system,an extended-reality lobby window graphical user interface element. Inone or more embodiments, the extended-reality lobby window graphicaluser interface element provides a view into an extended-reality lobby.

The series of acts 900 also includes an act 904 of determining aconnection between a user and a co-user. For example, the act 904 caninvolve determining a connection between the user of the networkingsystem and a co-user of the networking system.

In one or more embodiments, determining the connection between the userand the co-user comprises identifying an organizational structurecorresponding to an organization associated with the user; andidentifying the co-user from one or more co-users of the networkingsystem connected to the user based on the organizational structure.

In some embodiments, the extended-reality communication system 106generates a task profile associated with the user based on one or moredigital activities executed by the user (including physical activitiesthat are digitally detected); and adds the user to a community of thenetworking system based on a similarity between the task profile of theuser and one or more task profiles associated with one or more co-usersof the community. Accordingly, the extended-reality communication system106 can determine the connection between the user and the co-user byidentifying the co-user from the one or more co-users of the community.

Further, the series of acts 900 includes an act 906 of providing ananimated visual representation of the co-user. For example, the act 906can involve providing, for display within the extended-reality lobbywindow graphical user interface element displayed on the firstextended-reality device, an animated visual representation of theco-user based on the connection between the user and the co-user. Insome instances, the extended-reality communication system 106 furtherprovides, for display within the extended-reality lobby window graphicaluser interface element displayed on the first extended-reality deviceand in association with the animated visual representation of theco-user, a visual element representing the connection between the userand the co-user.

In some embodiments, the extended-reality communication system 106further determines an availability status of the co-user. Accordingly,providing the animated visual representation of the co-user based on theconnection between the user and the co-user, can include providing theanimated visual representation of the co-user further based on theavailability status of the co-user.

In some embodiments, the extended-reality communication system 106provides the animated visual representation of the co-user for displaywithin the extended-reality lobby window graphical user interfaceelement by providing the animated visual representation of the co-usertraversing the extended-reality lobby for display within theextended-reality lobby window graphical user interface element. In someinstances, providing the animated visual representation of the co-usertraversing the extended-reality lobby for display within theextended-reality lobby window graphical user interface element comprisesproviding a plurality of instances of the animated visual representationof the co-user traversing the extended-reality lobby using a frequencybased on the connection between the user and the co-user.

Additionally, the series of acts 900 includes an act 908 of receivinguser input to communicate with the co-user. For example, the act 908 caninvolve receiving user input targeting the animated visualrepresentation of the co-user to communicate with the co-user. In one ormore embodiments, receiving the user input targeting the animated visualrepresentation of the co-user to communicate with the co-user comprisesreceiving a voice input comprising a name of the co-user.

In some embodiments, the user input targets the animated visualrepresentation of the co-user from among additional animated visualrepresentations of additional co-users. To illustrate, theextended-reality communication system 106 can determine additionalconnections between the user of the networking system and additionalco-users of the networking system; and provide, for display within theextended-reality lobby window graphical user interface element displayedon the first extended-reality device with the animated visualrepresentation of the co-user, a plurality of additional animated visualrepresentations of the additional co-users based on the additionalconnections. Accordingly, in response to receiving the user inputtargeting the animated visual representation of the co-user, theextended-reality communication system 106 can remove the additionalanimated visual representations of the additional co-users from theextended-reality lobby window graphical user interface element displayedon the first extended-reality device.

The series of acts 900 further includes an act 910 of generating andsending an invitation to join an extended-reality communication session.For example, the act 910 can involve generating and sending, for displayon a second extended-reality device corresponding to the co-user, aninvitation to join an extended-reality communication session in responseto receiving the user input.

In one or more embodiments, the extended-reality communication system106 provides the animated visual representation of the co-user fordisplay within the extended-reality lobby window graphical userinterface element displayed on the first extended-reality device tocommunicate a first option to send a message to the co-user and a secondoption to speak with the co-user; and receives a user selection of thesecond option to speak with the co-user. Accordingly, theextended-reality communication system 106 can generate and send theinvitation to join the extended-reality communication session inresponse to the user selection of the second option.

In one or more embodiments, sending the invitation to join theextended-reality communication session comprises providing, for displaywithin an additional extended-reality lobby window graphical userinterface element displayed on the second extended-reality device, ananimated visual representation of the user to communicate theinvitation.

In some instances, the series of acts 900 further includes acts forconducting an extended-reality communication session between the firstextended-reality device and the second extended-reality device. Forexample, in one or more embodiments, the acts include receiving, fromthe second extended-reality device corresponding to the co-user, anacceptance of the invitation to join the extended-reality communicationsession; and in response to receiving the acceptance, conducting theextended-reality communication session between the firstextended-reality device and the second extended-reality device by:providing the animated visual representation of the co-user for displaywithin the extended-reality lobby window graphical user interfaceelement displayed on the first extended-reality device to communicatevoice input received from the second extended-reality devicecorresponding to the co-user; and providing an animated visualrepresentation of the user for display within an additionalextended-reality lobby window graphical user interface element displayedon the second extended-reality device to communicate additional voiceinput received from the first extended-reality device corresponding tothe user.

In some embodiments, the series of acts 900 further includes acts fornotifying the user of a digital object sent by a co-user. For example,in one or more embodiments, the acts include receiving, from a thirdextended-reality device corresponding to an additional co-user of thenetworking system, a digital object for the user; and providing, fordisplay within the extended-reality lobby window graphical userinterface element displayed on the first extended-reality device, avisual element corresponding to the digital object.

Embodiments of the present disclosure may comprise or utilize a specialpurpose or general-purpose computer including computer hardware, suchas, for example, one or more processors and system memory, as discussedin greater detail below. Embodiments within the scope of the presentdisclosure also include physical and other computer-readable media forcarrying or storing computer-executable instructions and/or datastructures. In particular, one or more of the processes described hereinmay be implemented at least in part as instructions embodied in anon-transitory computer-readable medium and executable by one or morecomputing devices (e.g., any of the media content access devicesdescribed herein). In general, a processor (e.g., a microprocessor)receives instructions, from a non-transitory computer-readable medium,(e.g., a memory), and executes those instructions, thereby performingone or more processes, including one or more of the processes describedherein.

Computer-readable media can be any available media that can be accessedby a general purpose or special purpose computer system.Computer-readable media that store computer-executable instructions arenon-transitory computer-readable storage media (devices).Computer-readable media that carry computer-executable instructions aretransmission media. Thus, by way of example, and not limitation,embodiments of the disclosure can comprise at least two distinctlydifferent kinds of computer-readable media: non-transitorycomputer-readable storage media (devices) and transmission media.

Non-transitory computer-readable storage media (devices) includes RAM,ROM, EEPROM, CD-ROM, solid state drives (“SSDs”) (e.g., based on RAM),Flash memory, phase-change memory (“PCM”), other types of memory, otheroptical disk storage, magnetic disk storage or other magnetic storagedevices, or any other medium which can be used to store desired programcode means in the form of computer-executable instructions or datastructures and which can be accessed by a general purpose or specialpurpose computer.

A “network” is defined as one or more data links that enable thetransport of electronic data between computer systems and/or modulesand/or other electronic devices. When information is transferred orprovided over a network or another communications connection (eitherhardwired, wireless, or a combination of hardwired or wireless) to acomputer, the computer properly views the connection as a transmissionmedium. Transmissions media can include a network and/or data linkswhich can be used to carry desired program code means in the form ofcomputer-executable instructions or data structures and which can beaccessed by a general purpose or special purpose computer. Combinationsof the above should also be included within the scope ofcomputer-readable media.

Further, upon reaching various computer system components, program codemeans in the form of computer-executable instructions or data structurescan be transferred automatically from transmission media tonon-transitory computer-readable storage media (devices) (or viceversa). For example, computer-executable instructions or data structuresreceived over a network or data link can be buffered in RAM within anetwork interface module (e.g., a “NIC”), and then eventuallytransferred to computer system RAM and/or to less volatile computerstorage media (devices) at a computer system. Thus, it should beunderstood that non-transitory computer-readable storage media (devices)can be included in computer system components that also (or evenprimarily) utilize transmission media.

Computer-executable instructions comprise, for example, instructions anddata which, when executed by a processor, cause a general-purposecomputer, special purpose computer, or special purpose processing deviceto perform a certain function or group of functions. In someembodiments, computer-executable instructions are executed on ageneral-purpose computer to turn the general-purpose computer into aspecial purpose computer implementing elements of the disclosure. Thecomputer executable instructions may be, for example, binaries,intermediate format instructions such as assembly language, or evensource code. Although the subject matter has been described in languagespecific to structural features and/or methodological acts, it is to beunderstood that the subject matter defined in the appended claims is notnecessarily limited to the described features or acts described above.Rather, the described features and acts are disclosed as example formsof implementing the claims.

Those skilled in the art will appreciate that the disclosure may bepracticed in network computing environments with many types of computersystem configurations, including, personal computers, desktop computers,laptop computers, message processors, hand-held devices, multiprocessorsystems, microprocessor-based or programmable consumer electronics,network PCs, minicomputers, mainframe computers, mobile telephones,PDAs, tablets, pagers, routers, switches, and the like. The disclosuremay also be practiced in distributed system environments where local andremote computer systems, which are linked (either by hardwired datalinks, wireless data links, or by a combination of hardwired andwireless data links) through a network, both perform tasks. In adistributed system environment, program modules may be located in bothlocal and remote memory storage devices.

Embodiments of the present disclosure can also be implemented in cloudcomputing environments. In this description, “cloud computing” isdefined as a model for enabling on-demand network access to a sharedpool of configurable computing resources. For example, cloud computingcan be employed in the marketplace to offer ubiquitous and convenienton-demand access to the shared pool of configurable computing resources.The shared pool of configurable computing resources can be rapidlyprovisioned via virtualization and released with low management effortor service provider interaction, and then scaled accordingly.

A cloud-computing model can be composed of various characteristics suchas, for example, on-demand self-service, broad network access, resourcepooling, rapid elasticity, measured service, and so forth. Acloud-computing model can also expose various service models, such as,for example, Software as a Service (“SaaS”), Platform as a Service(“PaaS”), and Infrastructure as a Service (“IaaS”). A cloud-computingmodel can also be deployed using different deployment models such asprivate cloud, community cloud, public cloud, hybrid cloud, and soforth. In this description and in the claims, a “cloud-computingenvironment” is an environment in which cloud computing is employed.

As indicated above, embodiments of the invention may include or beimplemented in conjunction with an extended reality system. Extendedreality is a form of reality that has been adjusted in some mannerbefore presentation to a user, which may include, e.g., a virtualreality (VR), an augmented reality (AR), a mixed reality (MR), a hybridreality, or some combination and/or derivatives thereof. Extendedreality content may include completely generated content or generatedcontent combined with captured content (e.g., real-world photographs).The extended reality content may include video, audio, haptic feedback,or some combination thereof, and any of which may be presented in asingle channel or in multiple channels (such as stereo video thatproduces a three-dimensional effect to the viewer). Additionally, insome embodiments, extended reality may be associated with applications,products, accessories, services, or some combination thereof, that are,e.g., used to create content in an extended reality and/or used in(e.g., perform activities in) an extended reality. The extended realitysystem that provides the extended reality content may be implemented onvarious platforms, including a head-mounted display (HMD) connected to ahost computer system, a standalone HMD, a mobile device or computingsystem, or any other hardware platform capable of providing extendedreality content to one or more viewers.

FIG. 10 illustrates a block diagram of an example computing device 1000that may be configured to perform one or more of the processes describedabove. One will appreciate that one or more computing devices, such asthe computing device 1000 may represent the computing devices describedabove (e.g., the computing device 800, the server(s) 102, thethird-party server 110, and/or the client devices 112 a-112 n). In oneor more embodiments, the computing device 1000 may be a mobile device(e.g., a mobile telephone, a smartphone, a PDA, a tablet, a laptop, acamera, a tracker, a watch, a wearable device). In some embodiments, thecomputing device 1000 may be a non-mobile device (e.g., a desktopcomputer or another type of client device). Further, the computingdevice 1000 may be a server device that includes cloud-based processingand storage capabilities.

As shown in FIG. 10, the computing device 1000 can include one or moreprocessor(s) 1002, memory 1004, a storage device 1006, input/outputinterfaces 1008 (or “I/O interfaces 1008”), and a communicationinterface 1010, which may be communicatively coupled by way of acommunication infrastructure (e.g., bus 1012). While the computingdevice 1000 is shown in FIG. 10, the components illustrated in FIG. 10are not intended to be limiting. Additional or alternative componentsmay be used in other embodiments. Furthermore, in certain embodiments,the computing device 1000 includes fewer components than those shown inFIG. 10. Components of the computing device 1000 shown in FIG. 10 willnow be described in additional detail.

In particular embodiments, the processor(s) 1002 includes hardware forexecuting instructions, such as those making up a computer program. Asan example, and not by way of limitation, to execute instructions, theprocessor(s) 1002 may retrieve (or fetch) the instructions from aninternal register, an internal cache, memory 1004, or a storage device1006 and decode and execute them.

The computing device 1000 includes memory 1004, which is coupled to theprocessor(s) 1002. The memory 1004 may be used for storing data,metadata, and programs for execution by the processor(s). The memory1004 may include one or more of volatile and non-volatile memories, suchas Random-Access Memory (“RAM”), Read-Only Memory (“ROM”), a solid-statedisk (“SSD”), Flash, Phase Change Memory (“PCM”), or other types of datastorage. The memory 1004 may be internal or distributed memory.

The computing device 1000 includes a storage device 1006 includingstorage for storing data or instructions. As an example, and not by wayof limitation, the storage device 1006 can include a non-transitorystorage medium described above. The storage device 1006 may include ahard disk drive (HDD), flash memory, a Universal Serial Bus (USB) driveor a combination these or other storage devices.

As shown, the computing device 1000 includes one or more I/O interfaces1008, which are provided to allow a user to provide input to (such asuser strokes), receive output from, and otherwise transfer data to andfrom the computing device 1000. These I/O interfaces 1008 may include amouse, keypad or a keyboard, a touch screen, camera, optical scanner,network interface, modem, other known I/O devices or a combination ofsuch I/O interfaces 1008. The touch screen may be activated with astylus or a finger.

The I/O interfaces 1008 may include one or more devices for presentingoutput to a user, including, but not limited to, a graphics engine, adisplay (e.g., a display screen), one or more output drivers (e.g.,display drivers), one or more audio speakers, and one or more audiodrivers. In certain embodiments, I/O interfaces 1008 are configured toprovide graphical data to a display for presentation to a user. Thegraphical data may be representative of one or more graphical userinterfaces and/or any other graphical content as may serve a particularimplementation.

The computing device 1000 can further include a communication interface1010. The communication interface 1010 can include hardware, software,or both. The communication interface 1010 provides one or moreinterfaces for communication (such as, for example, packet-basedcommunication) between the computing device and one or more othercomputing devices or one or more networks. As an example, and not by wayof limitation, communication interface 1010 may include a networkinterface controller (NIC) or network adapter for communicating with anEthernet or other wire-based network or a wireless NIC (WNIC) orwireless adapter for communicating with a wireless network, such as aWI-FI. The computing device 1000 can further include a bus 1012. The bus1012 can include hardware, software, or both that connects components ofcomputing device 1000 to each other.

As mentioned above, the communications system can be included in anetworking system, such as a social networking system. A socialnetworking system may enable its users (such as persons ororganizations) to interact with the system and with each other. Thesocial networking system may, with input from a user, create and storein the social networking system a user profile associated with the user.As described above, the user profile may include demographicinformation, communication channel information, and information onpersonal interests of the user.

In more detail, user profile information may include, for example,biographic information, demographic information, behavioral information,the social information, or other types of descriptive information, suchas work experience, educational history, hobbies or preferences,interests, affinities, or location. Interest information may includeinterests related to one or more categories, which may be general orspecific. As an example, if a user “likes” an article about a brand ofshoes, the category may be the brand.

The social networking system may also, with input from a user, createand store a record of relationships of the user with other users of thesocial networking system, as well as provide services (e.g. wall posts,photo-sharing, online calendars and event organization, messaging,games, or advertisements) to facilitate social interaction between oramong users. Also, the social networking system may allow users to postphotographs and other multimedia content items to a user's profile page(typically known as “wall posts” or “timeline posts”) or in a photoalbum, both of which may be accessible to other users of the socialnetworking system depending on the user's configured privacy settings.Herein, the term “friend” may refer to any other user of the socialnetworking system with which a user has formed a connection,association, or relationship via the social networking system.

FIG. 11 illustrates an example network environment 1100 of a socialnetworking system. The network environment 1100 includes a client device1106, a social networking system 1102, and a third-party system 1108connected to each other by a network 1104. Although FIG. 11 illustratesa particular arrangement of client device 1106, the social networkingsystem 1102, the third-party system 1108, and the network 1104, thisdisclosure contemplates any suitable arrangement and number of clientdevice 1106, the social networking system 1102, the third-party system1108, and the network 1104.

Links may connect the client device 1106, the social networking system1102, and the third-party system 1108 to the network 1104 or to eachother. Links need not necessarily be the same throughout networkenvironment 1100. One or more first links may differ in one or morerespects from one or more second links.

In some embodiments, the client device 1106 may be an electronic deviceincluding hardware, software, or embedded logic components or acombination of two or more such components and capable of carrying outthe appropriate functionalities implemented or supported by the clientdevice 1106. As an example, a client device 1106 may include any of thecomputing devices discussed above in relation to FIG. 10. The clientdevice 1106 may enable a network user at the client device 1106 toaccess the network 1104. The client device 1106 may enable its user tocommunicate with other users at other client devices or systems.

In some embodiments, the client device 1106 may include a web browser,such as and may have one or more add-ons, plug-ins, or other extensions.The client device 1106 may render a web page based on the HTML filesfrom the server for presentation to the user.

In some embodiments, the social networking system 1102 may be anetwork-addressable computing system that can host an online socialnetwork. In addition, the social networking system 1102 may generate,store, receive, and send social-networking data, such as, for example,user-profile data, concept-profile data, the social-graph information,or other suitable data related to the online social network. The socialnetworking system 1102 may be accessed by the other components of thenetwork environment 1100 either directly or via the network 1104.

As shown, the social networking system 1102 includes the networkingsystem 104, which is described above. The networking system 104 may beimplemented on a unitary server or a distributed server spanningmultiple computers or multiple datacenters. These servers may be ofvarious types, such as, for example and without limitation, web server,news server, mail server, message server, advertising server, fileserver, application server, exchange server, database server, proxyserver, etc., or any combination thereof.

In some embodiments, the social networking system 1102 may include oneor more data stores. Data stores may be used to store various types ofinformation. In some embodiments, the information stored in data storesmay be organized according to specific data structures. Particularembodiments may provide interfaces that enable the client device 1106,the social networking system 1102, or the third-party system 1108 tomanage, retrieve, modify, add, or delete, the information stored in datastores.

In some embodiments, the social networking system 1102 may store one ormore social graph, described below. In one or more embodiments, thesocial networking system 1102 may provide users with the ability to takeactions on various types of items or objects, supported by socialnetworking system 1102. As an example, the items and objects may includegroups or social networks to which users of the social networking system1102 may belong, events or calendar entries in which a user might beinterested, computer-based applications that a user may use,transactions that allow users to buy or sell items via the customerservice, interactions with advertisements that a user may perform, etc.A user may also interact with anything that is capable of beingrepresented in the social networking system 1102 or by an externalsystem of the third-party system 1108, which is separate from the socialnetworking system 1102 and coupled to the social networking system 1102via the network 1104.

The social networking system 1102 can include a variety of stores,modules, and/or managers as described below. In one or more embodiments,a connection manager may be used for storing connection informationabout users. The connection information may indicate users who havesimilar or common work experience, group memberships, hobbies,educational history, or are in any way related or share commonattributes. The connection information may also include user-definedconnections between different users and content (both internal andexternal). An action-logging manager may be used to receivecommunications from a web server about a user's actions on or off thesocial networking system 1102. In conjunction with the action log, athird-party content object log may be maintained of user exposures tothird-party content objects. An advertisement-pricing module may combinesocial information, the current time, location information, or othersuitable information to provide relevant advertisements, in the form ofnotifications, to a user.

Authorization servers may be used to enforce one or more privacysettings of the users of the social networking system 1102. A privacysetting of a user determines how particular information associated witha user can be shared. The authorization server may allow users to opt into or opt out of having their actions logged by the social networkingsystem 1102 or shared with other systems (e.g., the third-party system1108), such as, for example, by setting appropriate privacy settings.

In some embodiments, the third-party system 1108 may include one or moretypes of servers, one or more data stores, one or more interfaces,including but not limited to APIs, one or more web services, one or morecontent sources, one or more networks, or any other suitable components.The third-party system 1108 may be operated by a different entity froman entity operating the social networking system 1102 even if, in someembodiments, the social networking system 1102 and the third-partysystems 1108 operate in conjunction with each other. In this sense, thesocial networking system 1102 may provide a platform, or backbone, whichother systems, such as the third-party systems 1108, may use to providesocial-networking services and functionality to users across theInternet.

In some embodiments, a third-party system 1108 may include a third-partycontent object provider. A third-party content object provider mayinclude one or more sources of content objects, which may becommunicated to the client device 1106. As an example, content objectsmay include information regarding things or activities of interest tothe user. As another example, content objects may include incentivecontent objects.

FIG. 12 illustrates an example social graph 1200. In some embodiments,the social networking system 1102 may store one or more social graphs1200 in one or more data stores. In some embodiments, the social graph1200 may include multiple nodes—which may include multiple user nodes ormultiple concept nodes—and multiple edges 1206 connecting the nodes. Thesocial graph 1200 illustrated in FIG. 12 is shown, for didacticpurposes, in a two-dimensional visual map representation.

In some embodiments, a user node 1202 may correspond to a user of socialnetworking system 1102. When a user registers for an account with socialnetworking system 1102, the social networking system 1102 may create auser node 1202 corresponding to the user and store the user node 1202 inone or more data stores. Users and user nodes described herein may,where appropriate, refer to registered users and user nodes associatedwith registered users.

In some embodiments, a concept node 1204 may correspond to a concept. Asan example, a concept may correspond to a place, a website, an entity, aresource, etc. A concept may be located within social networking system1102 or on an external server. A concept node 1204 may be associatedwith information of a concept provided by a user or information gatheredby various systems, including the social networking system 1102.

In some embodiments, a node in social graph 1200 may represent or berepresented by an online profile page. Profile pages may be hosted by oraccessible to social networking system 1102. Profile pages may beviewable by all or a selected subset of other users. As an example, auser node 1202 may have a corresponding user-profile page where thecorresponding user may add content, make declarations, or otherwiseexpress him or herself. As another example, a concept node 1204 may havea corresponding concept-profile page in which one or more users may addcontent, make declarations, or express themselves, particularly inrelation to the concept corresponding to concept node 1204.

As an example, an edge 1206 may represent a friendship, familyrelationship, business or employment relationship, fan relationship,follower relationship, visitor relationship, subscriber relationship,superior/subordinate relationship, reciprocal relationship,non-reciprocal relationship, another suitable type of relationship, ortwo or more such relationships.

In some embodiments, a pair of nodes in social graph 1200 may beconnected to each other by one or more edges 1206. An edge 1206connecting a pair of nodes may represent a relationship between the pairof nodes. In some embodiments, an edge 1206 may include or represent oneor more data objects or attributes corresponding to the relationshipbetween a pair of nodes. As an example, a first user may indicate that asecond user is a “friend” of the first user. In response to thisindication, the social networking system 1102 may send a “friendrequest” to the second user. If the second user confirms the “friendrequest,” the social networking system 1102 may create an edge 1206connecting the first user's user node 1202 to the second user's usernode 1202 in social graph 1200 and store edge 1206 as social-graphinformation in one or more of data stores.

In some embodiments, an edge 1206 between a user node 1202 and a conceptnode 1204 may represent a particular action or activity performed by auser associated the with the user node 1202 toward a concept associatedwith the concept node 1204. As an example, as illustrated in FIG. 12, auser may “like,” “attended,” “played,” “listened,” “cooked,” “workedat,” or “watched” a concept, each of which may correspond to an edgetype or subtype.

In some embodiments, the social networking system 1102, the clientdevice 1106, or the third-party system 1108 may access the social graph1200 and related social-graph information for suitable applications. Thenodes and edges of social graph 1200 may be stored as data objects, forexample, in a data store (such as a social-graph database). Such a datastore may include one or more searchable or query-able indexes of nodesor edges of social graph 1200.

In some embodiments, an advertisement may be text (which may beHTML-linked), one or more images (which may be HTML-linked), one or morevideos, audio, a suitable combination of these, or any other suitableadvertisement in any suitable digital format presented on one or moreweb pages, in one or more e-mails, or in connection with search resultsrequested by a user. In addition, or as an alternative, an advertisementmay be one or more sponsored stories (e.g., a news feed or ticker itemon the social networking system 1102).

An advertisement may also include social networking system functionalitywith which a user may interact. As an example, an advertisement mayenable a user to “like” or otherwise endorse the advertisement byselecting an icon or link associated with an endorsement. In addition,or as an alternative, an advertisement may include social networkingsystem context directed to the user. As an example, an advertisement maydisplay information about a friend of the user within social networkingsystem 1102 who has taken an action associated with the subject matterof the advertisement.

In some embodiments, the social networking system 1102 may determine thesocial-graph affinity (herein as “affinity”) of various social-graphentities for each other. Affinity may represent the strength of arelationship or level of interest between particular objects associatedwith the online social network, such as users, concepts, content,actions, advertisements, other objects associated with the online socialnetwork, or any suitable combination thereof. Affinity may also bedetermined with respect to objects associated with third-party systems1108 or other suitable systems. An overall affinity for a social-graphentity for each user, subject matter, or type of content may beestablished. The overall affinity may change based on continuedmonitoring of the actions or relationships associated with thesocial-graph entity.

In some embodiments, the social networking system 1102 may measure orquantify social-graph affinity using an affinity coefficient (herein as“coefficient”). The coefficient may represent or quantify the strengthof a relationship between particular objects associated with the onlinesocial network. The coefficient may also represent a probability orfunction that measures a predicted probability that a user will performa particular action based on the user's interest in the action. In thisway, a user's future actions may be predicted based on the user's prioractions, where the coefficient may be calculated at least in part on thehistory of the user's actions.

Coefficients may be used to predict any number of actions, which may bewithin or outside of the online social network. As an example, theseactions may include various types of communications, such as sendingmessages, posting content, or commenting on content; various types ofobservation actions, such as accessing or viewing profile pages, media,or other suitable content; various types of coincidence informationabout two or more social-graph entities, such as purchasing a productfrom a merchant.

In some embodiments, the social networking system 1102 may use a varietyof factors to calculate a coefficient. These factors may include, forexample, user actions, types of relationships between objects, locationinformation, other suitable factors, or any combination thereof. In someembodiments, different factors may be weighted differently whencalculating the coefficient. The weights for each factor may be static,or the weights may change according to, for example, the user, the typeof relationship, the type of action, the user's location, and so forth.Ratings for the factors may be combined according to their weights todetermine an overall coefficient for the user.

To calculate the coefficient of a user towards a particular object, therating assigned to the user's actions may comprise, for example, 60% ofthe overall coefficient, while the relationship between the user and theobject may comprise 40% of the overall coefficient. In some embodiments,the social networking system 1102 may consider a variety of variableswhen determining weights for various factors used to calculate acoefficient, such as, for example, the time since information wasaccessed, decay factors, frequency of access, relationship toinformation or relationship to the object about which information wasaccessed, relationship to social-graph entities connected to the object,short- or long-term averages of user actions, user feedback, othersuitable variables, or any combination thereof.

A coefficient may include a decay factor that causes the strength of thesignal provided by particular actions to decay with time, such thatactions that are more recent are more relevant when calculating thecoefficient. The ratings and weights may be continuously updated basedon continued tracking of the actions upon which the coefficient isbased. Any process or algorithm may be employed for assigning,combining, averaging, and so forth the ratings for each factor and theweights assigned to the factors. In some embodiments, the socialnetworking system 1102 may determine coefficients using machine-learningalgorithms trained on historical actions and past user responses, ordata farmed from users by exposing them to various options and measuringresponses.

In some embodiments, the social networking system 1102 may calculate acoefficient based on a user's actions. The social networking system 1102may monitor such actions on the online social network, on thethird-party system 1108, on other suitable systems, or any combinationthereof. Typical user actions include viewing profile pages, creating orposting content, interacting with content, joining groups, listing andconfirming attendance at events, checking-in at locations, likingparticular pages, creating pages, and performing other tasks thatfacilitate social action.

In some embodiments, the social networking system 1102 may calculate acoefficient based on the user's actions with particular types ofcontent. The content may be associated with the online social network,the third-party system 1108, or another suitable system. The socialnetworking system 1102 may analyze a user's actions to determine whetherone or more of the actions indicate an affinity for subject matter,content, other users, and so forth.

In some embodiments, the social networking system 1102 may calculate acoefficient based on the type of relationship between particularobjects. Referencing the social graph 1200, the social networking system1102 may analyze the number and/or type of edges 1206 connectingparticular user nodes and concept nodes 1204 when calculating acoefficient. As an example, depending upon the weights assigned to theactions and relationships for the particular user, the overall affinitymay be determined to be higher for content about a user's spouse thanfor content about a user's friend.

In some embodiments, the coefficient may be based on the degree ofseparation between particular objects. The degree of separation betweenany two nodes is defined as the minimum number of hops needed totraverse the social graph from one node to the other. A degree ofseparation between two nodes can be considered a measure of relatednessbetween the users or the concepts represented by the two nodes in thesocial graph. For example, two users having user nodes that are directlyconnected by an edge (i.e., are first-degree nodes) may be described as“connected users” or “friends.” Similarly, two users having user nodesthat are not connected directly, but are connected through another usernode (i.e., are second-degree nodes) may be described as “friends offriends.” The lower coefficient may represent the decreasing likelihoodthat the first user will share an interest in content objects of theuser that is indirectly connected to the first user in the social graph1200.

In some embodiments, the social networking system 1102 may calculate acoefficient based on location information. Objects that aregeographically closer to each other may be considered to be morerelated, or of more interest, to each other than more distant objects.In some embodiments, the coefficient of a user towards a particularobject may be based on the proximity of the object's location to acurrent location associated with the user (or the location of a clientdevice 1106 of the user). A first user may be more interested in otherusers or concepts that are closer to the first user. As an example, if auser is one mile from an airport and two miles from a gas station, thesocial networking system 1102 may determine that the user has a highercoefficient for the airport than the gas station based on the proximityof the airport to the user.

In some embodiments, the social networking system 1102 may performparticular actions with respect to a user based on the coefficientinformation. The coefficients may be used to predict whether a user willperform a particular action based on the user's interest in the action.A coefficient may be used when generating or presenting any type ofobjects to a user. The coefficient may also be utilized to rank andorder such objects, as appropriate. In this way, the social networkingsystem 1102 may provide information that is relevant to user's interestsand current circumstances, increasing the likelihood that they will findsuch information of interest.

In some embodiments, the social networking system 1102 may generatesearch results based on the coefficient information. Search results fora particular user may be scored or ranked based on the coefficientassociated with the search results with respect to the querying user. Asan example, search results corresponding to objects with highercoefficients may be ranked higher on a search-results page than resultscorresponding to objects having lower coefficients.

In connection with social-graph affinity and affinity coefficients,particular embodiments may utilize one or more systems, components,elements, functions, methods, operations, or steps disclosed in U.S.patent application Ser. No. 11/503,093, filed Aug. 10, 2006, U.S. patentapplication Ser. No. 12/977,027, filed Dec. 22, 2010, U.S. patentapplication Ser. No. 12/978,265, filed Dec. 23, 2010, and U.S. patentapplication Ser. No. 13/632,869, filed Oct. 1, 2012, each of which isincorporated by reference in their entirety.

In some embodiments, one or more of the content objects of the onlinesocial network may be associated with a privacy setting. The privacysettings (or “access settings”) for an object may be stored in anysuitable manner, such as, for example, in association with the object,in an index on an authorization server, in another suitable manner, orany combination thereof. A privacy setting of an object may specify howthe object (or particular information associated with an object) can beaccessed (e.g., viewed or shared) using the online social network. Wherethe privacy settings for an object allow a particular user to accessthat object, the object may be described as being “visible” with respectto that user. In some embodiments, privacy settings may be associatedwith particular social-graph elements. Privacy settings of asocial-graph element, such as a node or an edge, may specify how thesocial-graph element, information associated with the social-graphelement, or content objects associated with the social-graph element canbe accessed using the online social network.

In some embodiments, one or more servers may be authorization/privacyservers for enforcing privacy settings. In response to a request from auser (or other entity) for a particular object stored in a data store,the social networking system 1102 may send a request to the data storefor the object. The request may identify the user associated with therequest and may be sent to the user (or the client device 1106 of theuser) if the authorization server determines that the user is authorizedto access the object based on the privacy settings associated with theobject, but not otherwise.

In the foregoing specification, the invention has been described withreference to specific example embodiments thereof. Various embodimentsand aspects of the invention(s) are described with reference to detailsdiscussed herein, and the accompanying drawings illustrate the variousembodiments. The description above and drawings are illustrative of theinvention and are not to be construed as limiting the invention.Numerous specific details are described to provide a thoroughunderstanding of various embodiments of the present invention.

The present invention may be embodied in other specific forms withoutdeparting from its spirit or essential characteristics. The describedembodiments are to be considered in all respects only as illustrativeand not restrictive. For example, the methods described herein may beperformed with less or more steps/acts or the steps/acts may beperformed in differing orders. Additionally, the steps/acts describedherein may be repeated or performed in parallel to one another or inparallel to different instances of the same or similar steps/acts. Thescope of the invention is, therefore, indicated by the appended claimsrather than by the foregoing description. All changes that come withinthe meaning and range of equivalency of the claims are to be embracedwithin their scope.

What is claimed is:
 1. A method comprising: generating, for display on afirst extended-reality device corresponding to a user of a networkingsystem, an extended-reality lobby window graphical user interfaceelement; determining a connection between the user of the networkingsystem and a co-user of the networking system; providing, for displaywithin the extended-reality lobby window graphical user interfaceelement displayed on the first extended-reality device, an animatedvisual representation of the co-user based on the connection between theuser and the co-user; receiving user input targeting the animated visualrepresentation of the co-user to communicate with the co-user; andgenerating and sending, for display on a second extended-reality devicecorresponding to the co-user, an invitation to join an extended-realitycommunication session in response to receiving the user input.
 2. Themethod of claim 1, wherein receiving the user input targeting theanimated visual representation of the co-user to communicate with theco-user comprises receiving a voice input comprising a name of theco-user.
 3. The method of claim 1, further comprising: determiningadditional connections between the user of the networking system andadditional co-users of the networking system; providing, for displaywithin the extended-reality lobby window graphical user interfaceelement displayed on the first extended-reality device with the animatedvisual representation of the co-user, a plurality of additional animatedvisual representations of the additional co-users based on theadditional connections; and in response to receiving the user inputtargeting the animated visual representation of the co-user, removingthe additional animated visual representations of the additionalco-users from the extended-reality lobby window graphical user interfaceelement displayed on the first extended-reality device.
 4. The method ofclaim 1, further comprising: providing the animated visualrepresentation of the co-user for display within the extended-realitylobby window graphical user interface element displayed on the firstextended-reality device to communicate a first option to send a messageto the co-user and a second option to speak with the co-user; andreceiving a user selection of the second option to speak with theco-user, wherein generating and sending the invitation to join theextended-reality communication session is in response to the userselection of the second option.
 5. The method of claim 1, whereinsending the invitation to join the extended-reality communicationsession comprises providing, for display within an additionalextended-reality lobby window graphical user interface element displayedon the second extended-reality device, an animated visual representationof the user to communicate the invitation.
 6. The method of claim 1,further comprising: receiving, from the second extended-reality devicecorresponding to the co-user, an acceptance of the invitation to jointhe extended-reality communication session; and in response to receivingthe acceptance, conducting the extended-reality communication sessionbetween the first extended-reality device and the secondextended-reality device by generating a combined extended-realityenvironment in which the user and the co-user can enter and communicate.7. The method of claim 1, further comprising providing, for displaywithin the extended-reality lobby window graphical user interfaceelement displayed on the first extended-reality device and inassociation with the animated visual representation of the co-user, avisual element representing the connection between the user and theco-user.
 8. The method of claim 1, further comprising determining anavailability status of the co-user, wherein providing the animatedvisual representation of the co-user based on the connection between theuser and the co-user, comprises providing the animated visualrepresentation of the co-user further based on the availability statusof the co-user.
 9. The method of claim 1, further comprising: receiving,from the second extended-reality device, a digital object for the user;and providing, for display within the extended-reality lobby windowgraphical user interface element displayed on the first extended-realitydevice, a visual element corresponding to the digital object.
 10. Themethod of claim 1, further comprising: generating a task profileassociated with the user based on one or more digital activitiesexecuted by the user; and adding the user to a community of thenetworking system based on a similarity between the task profile of theuser and one or more task profiles associated with one or more co-usersof the community, wherein determining the connection between the userand the co-user comprises identifying the co-user from the one or moreco-users of the community.
 11. The method of claim 1, whereindetermining the connection between the user and the co-user comprises:identifying an organizational structure corresponding to an organizationassociated with the user; and identifying the co-user from one or moreco-users of the networking system connected to the user based on theorganizational structure.
 12. A non-transitory computer-readable mediumstoring instructions thereon that, when executed by at least oneprocessor, cause a computing device to: generate, for display on a firstextended-reality device corresponding to a user of a networking system,an extended-reality lobby window graphical user interface element;determine a connection between the user of the networking system and aco-user of the networking system; provide, for display within theextended-reality lobby window graphical user interface element displayedon the first extended-reality device, an animated visual representationof the co-user based on the connection between the user and the co-user;receive user input targeting the animated visual representation of theco-user to communicate with the co-user; and generate and send, fordisplay on a second extended-reality device corresponding to theco-user, an invitation to join an extended-reality communication sessionin response to receiving the user input.
 13. The non-transitorycomputer-readable medium of claim 12, wherein: the extended-realitylobby window graphical user interface element provides a view into anextended-reality lobby; and the instructions, when executed by the atleast one processor, cause the computing device to provide the animatedvisual representation of the co-user for display within theextended-reality lobby window graphical user interface element byproviding the animated visual representation of the co-user traversingthe extended-reality lobby for display within the extended-reality lobbywindow graphical user interface element.
 14. The non-transitorycomputer-readable medium of claim 12, wherein providing the animatedvisual representation of the co-user traversing the extended-realitylobby for display within the extended-reality lobby window graphicaluser interface element comprises providing a plurality of instances ofthe animated visual representation of the co-user traversing theextended-reality lobby using a frequency based on the connection betweenthe user and the co-user.
 15. The non-transitory computer-readablemedium of claim 12, wherein the instructions, when executed by the atleast one processor, cause the computing device to send the invitationto join the extended-reality communication session by providing, fordisplay within an additional extended-reality lobby window graphicaluser interface element displayed on the second extended-reality device,an animated visual representation of the user to communicate theinvitation.
 16. The non-transitory computer-readable medium of claim 12,further comprising instructions that, when executed by the at least oneprocessor, cause the computing device to: receive, from the secondextended-reality device corresponding to the co-user, an acceptance ofthe invitation to join the extended-reality communication session; andin response to receiving the acceptance, conduct the extended-realitycommunication session between the first extended-reality device and thesecond extended-reality device by: providing the animated visualrepresentation of the co-user for display within the extended-realitylobby window graphical user interface element displayed on the firstextended-reality device to communicate voice input received from thesecond extended-reality device corresponding to the co-user; andproviding an animated visual representation of the user for displaywithin an additional extended-reality lobby window graphical userinterface element displayed on the second extended-reality device tocommunicate additional voice input received from the firstextended-reality device corresponding to the user.
 17. A systemcomprising: at least one processor; and at least one non-transitorycomputer-readable medium comprising instructions that, when executed bythe at least one processor, cause the system to: generate, for displayon a first extended-reality device corresponding to a user of anetworking system, an extended-reality lobby window graphical userinterface element; determine a connection between the user of thenetworking system and a co-user of the networking system; provide, fordisplay within the extended-reality lobby window graphical userinterface element displayed on the first extended-reality device, ananimated visual representation of the co-user based on the connectionbetween the user and the co-user; receive user input targeting theanimated visual representation of the co-user to communicate with theco-user; and generate and send, for display on a second extended-realitydevice corresponding to the co-user, an invitation to join anextended-reality communication session in response to receiving the userinput.
 18. The system of claim 17, further comprising instructions that,when executed by the at least one processor, cause the system to:provide the animated visual representation of the co-user for displaywithin the extended-reality lobby window graphical user interfaceelement displayed on the first extended-reality device to communicate afirst option to send a message to the co-user and a second option tospeak with the co-user; and receive a user selection of the secondoption to speak with the co-user, wherein the instructions, whenexecuted by the at least one processor, cause the system to generate andsend the invitation to join the extended-reality communication sessionin response to the user selection of the second option.
 19. The systemof claim 18, wherein the instructions, when executed by the at least oneprocessor, cause the system to send the invitation to join theextended-reality communication session by providing, for display withinan additional extended-reality lobby window graphical user interfaceelement displayed on the second extended-reality device, an animatedvisual representation of the user to communicate the invitation.
 20. Thesystem of claim 19, further comprising instructions that, when executedby the at least one processor, cause the system to: receive, from thesecond extended-reality device corresponding to the co-user, anacceptance of the invitation to join the extended-reality communicationsession; and in response to receiving the acceptance, conduct theextended-reality communication session between the firstextended-reality device and the second extended-reality device by:providing the animated visual representation of the co-user for displaywithin the extended-reality lobby window graphical user interfaceelement displayed on the first extended-reality device to communicatevoice input received from the second extended-reality devicecorresponding to the co-user; and providing the animated visualrepresentation of the user for display within the additionalextended-reality lobby window graphical user interface element displayedon the second extended-reality device to communicate additional voiceinput received from the first extended-reality device corresponding tothe user.